The Divinity Developer Explains Its Use of Machine Learning for New Project

The studio behind acclaimed RPGs like Baldur's Gate 3 and Divinity: Original Sin has recently shown its new project, generating immense hype within the industry. However, recent statements from the company's figurehead have added nuance to the narrative, addressing the developer's philosophy toward machine learning.

Augmenting Workflows, Not Cutting Jobs

In a latest clarification, Larian's director detailed that the developer is utilizing generative AI for specific preliminary functions. These encompass enhancing PowerPoint slides, generating initial visual ideas, and drafting draft dialogue.

Crucially, Vincke made clear that the shipping material in the game will be created solely by actual artists. "Larian is creating every line in-house," he affirmed.

We are actively increasing our roster of storytellers and are actively assembling narrative groups.

As visual development is being specifically called out — we currently have twenty-three concept artists and have job openings for more talent.

All our efforts we do is incremental and aimed at letting our team spend more time on making content.

Any AI system implemented properly is additive to a creative team routine, not a substitute for their skill.

Addressing Concerns and Clarifying the Vision

The revelation of employing this technology initially sparked unease among some the player base. In reply, Vincke offered further clarification on social media.

"At Larian, we employ machine learning to explore references, just like we use Google and art books," he stated. "During the very early planning process we use it as a simple sketch for structure which we then swap out with hand-crafted concept art."

He added, "Larian brings on creatives for their unique talent, not for their ability to replicate what a algorithm proposes."

Key Areas of AI Integration

Vincke had earlier broken down the studio's practical strategy to machine learning, grouping its use into primary areas:

  • Automation of Tedious Tasks: Areas like refining animations, dialogue cleanup, and pipeline-specific tasks like adjusting assets for various species.
  • Fast-Tracked Experimentation: Using tools to speedily create rough models of scenarios to experiment with concepts prior to expensive development.
  • Long-Term Aspirations: Exploring how machine learning could in the future create new forms of reactivity, particularly in simulating dynamic reactions in a complex RPG.

He clearly noted that core creative domains — including music composition — are not departments where the company is reducing human talent. On the contrary, Larian is actively hiring in these very positions.

"We are not releasing a game with AI-generated content, and we are certainly not planning on cutting creatives to replace them with AI," Vincke stated definitively.

Shane Waters
Shane Waters

Maya Chen is an HR consultant with over 10 years of experience in performance management and organizational development.