The Divinity Developer Explains Its Application of Machine Learning for Next Divinity Game

The team behind hit role-playing games like Baldur's Gate 3 and Divinity: Original Sin recently unveiled its next major project, sparking immense anticipation within the player base. However, subsequent comments from the company's lead designer have brought nuance to the discussion, addressing the studio's philosophy toward machine learning.

A Tool for Ideation, Not Replacement

In a new statement, Swen Vincke detailed that the developer is employing machine learning for certain supporting tasks. These involve fleshing out presentation materials, creating rough artistic references, and creating draft copy.

Crucially, Vincke emphasized that the shipping material in the game will be created solely by real creatives. "Larian is creating everything ourselves," he stated.

Our studio is actively expanding our roster of writers and are currently assembling dedicated writer rooms.

Given that this area is being particularly mentioned — we presently have over twenty artistic staff and have job openings for more artists.

Everything we do is incremental and aimed at letting our team spend additional energy on actual creation.

Any ML tool used well is additive to a developer's workflow, not a substitute for their skill.

Tempering Reactions with Clear Intent

The revelation of using AI originally generated concern among portions of the player base. In reply, Vincke offered additional clarification on social media.

"At Larian, we employ AI tools to research ideas, in the same way we use the internet and reference books," he stated. "During the initial ideation stages we use it as a rough outline for composition which we then replace with original illustrations."

He noted, "We've hired creatives for their creative vision, not for their willingness to execute what a machine suggests."

Key Areas of AI Integration

Vincke had earlier broken down the studio's targeted strategy to this technology, categorizing its use into key pillars:

  • Streamlining Repetitive Work: Areas like refining animations, audio processing, and pipeline-specific tasks like adapting animations for different models.
  • Fast-Tracked Experimentation: Using tools to quickly build simple mock-ups of mechanics to test concepts before full production.
  • Long-Term Aspirations: Researching how AI could one day create innovative player agency, specifically in simulating unforeseen permutations in a vast role-playing world.

He explicitly stated that key artistic disciplines — like writing — are are in no way departments where the studio is replacing artistic involvement. Conversely, Larian is expanding its staff in these precise positions.

"We are neither shipping a game with any AI components, and we are certainly not considering trimming down staff to substitute them with AI," Vincke summarized.

Jacob Griffin
Jacob Griffin

Lena is a seasoned betting analyst with over a decade of experience in the online gambling industry, specializing in odds analysis and player strategies.