🔗 Share this article The Divinity Developer Details Its Implementation of Machine Learning for Next Project The studio behind hit RPGs like Baldur's Gate 3 and Divinity: Original Sin recently shown its next major project, creating a wave of anticipation within the player base. However, follow-up remarks from the studio's lead designer have brought clarity to the conversation, addressing the studio's approach toward AI tools. AI as a Creative Assistant, Not a Substitute In a new clarification, Swen Vincke outlined that the company is utilizing machine learning for particular preliminary functions. These involve developing PowerPoint slides, producing rough artistic references, and creating placeholder dialogue. Crucially, Vincke stressed that the final assets in the game will be authored exclusively by human creatives. "We are writing everything manually," he said. We are constantly increasing our roster of storytellers and are actively assembling writing teams. Given that this area is being specifically referenced — we currently have 23 concept artists and have positions available for more artists. Each initiative we do is incremental and focused on enabling creatives to spend additional energy on the creative process. Any machine learning application used well is supplementary to a developer's workflow, not a replacement for their skill. Tempering Reactions with Clear Intent The news of employing this technology originally sparked unease among portions of the player base. In reaction, Vincke provided more detail on social media. "Our team utilizes machine learning to gather inspiration, in the same way we use Google and physical media," he wrote. "In the initial planning process we use it as a basic framework for structure which we then replace with authentic artwork." He added, "Our studio recruits creatives for their inherent skill, not for their willingness to execute what a AI generates." Key Areas of AI Integration Vincke had earlier outlined the team's focused approach to this technology, categorizing its use into key pillars: Handling Monotonous Jobs: Areas like refining animations, dialogue cleanup, and technical processes like adapting animations for different models. Fast-Tracked Experimentation: Using technology to quickly build basic models of mechanics to validate concepts ahead of full production. Future Potential for Gameplay: Exploring how AI could eventually create emergent player agency, particularly in creating unforeseen permutations in a detailed game universe. He clearly noted that central narrative domains — such as writing — are are absolutely not areas where the studio is reducing creative involvement. In fact, Larian is recruiting more in these precise fields. "We are not releasing a game with any AI components, and we are certainly not looking at trimming down staff to replace them with AI," Vincke summarized.
The studio behind hit RPGs like Baldur's Gate 3 and Divinity: Original Sin recently shown its next major project, creating a wave of anticipation within the player base. However, follow-up remarks from the studio's lead designer have brought clarity to the conversation, addressing the studio's approach toward AI tools. AI as a Creative Assistant, Not a Substitute In a new clarification, Swen Vincke outlined that the company is utilizing machine learning for particular preliminary functions. These involve developing PowerPoint slides, producing rough artistic references, and creating placeholder dialogue. Crucially, Vincke stressed that the final assets in the game will be authored exclusively by human creatives. "We are writing everything manually," he said. We are constantly increasing our roster of storytellers and are actively assembling writing teams. Given that this area is being specifically referenced — we currently have 23 concept artists and have positions available for more artists. Each initiative we do is incremental and focused on enabling creatives to spend additional energy on the creative process. Any machine learning application used well is supplementary to a developer's workflow, not a replacement for their skill. Tempering Reactions with Clear Intent The news of employing this technology originally sparked unease among portions of the player base. In reaction, Vincke provided more detail on social media. "Our team utilizes machine learning to gather inspiration, in the same way we use Google and physical media," he wrote. "In the initial planning process we use it as a basic framework for structure which we then replace with authentic artwork." He added, "Our studio recruits creatives for their inherent skill, not for their willingness to execute what a AI generates." Key Areas of AI Integration Vincke had earlier outlined the team's focused approach to this technology, categorizing its use into key pillars: Handling Monotonous Jobs: Areas like refining animations, dialogue cleanup, and technical processes like adapting animations for different models. Fast-Tracked Experimentation: Using technology to quickly build basic models of mechanics to validate concepts ahead of full production. Future Potential for Gameplay: Exploring how AI could eventually create emergent player agency, particularly in creating unforeseen permutations in a detailed game universe. He clearly noted that central narrative domains — such as writing — are are absolutely not areas where the studio is reducing creative involvement. In fact, Larian is recruiting more in these precise fields. "We are not releasing a game with any AI components, and we are certainly not looking at trimming down staff to replace them with AI," Vincke summarized.