The Divinity Developer Clarifies Its Application of Machine Learning for Next Divinity
The developer behind acclaimed titles like Baldur's Gate 3 and Divinity: Original Sin has recently teased its upcoming project, creating immense anticipation within the player base. However, recent remarks from the studio's figurehead have added clarity to the narrative, touching on the developer's approach toward AI tools.
Augmenting Workflows, Not Cutting Jobs
In a latest clarification, Larian's director explained that the team is using generative AI for particular supporting tasks. These involve enhancing presentation materials, creating initial concept art, and creating temporary dialogue.
Importantly, Vincke emphasized that the shipping material in the game will be authored solely by human creatives. "Our team is developing everything manually," he stated.
Our studio is continuously growing our team of concept artists and are busily putting together narrative groups.
Given that this area is being explicitly referenced β we presently have over twenty visual developers and have positions available for additional talent.
Everything we do is additive and focused on enabling creatives to spend additional energy on the creative process.
Any ML tool implemented properly is supplementary to a creative team workflow, not a substitute for their craft.
Tempering Reactions with Clear Intent
The news of using AI at first generated backlash among portions of the player base. In reaction, Vincke issued more detail on social media.
"Our team utilizes these tools to research ideas, in the same way we use the internet and art books," he stated. "In the initial planning process we use it as a rough outline for layout which we then replace with authentic artwork."
He continued, "We've hired talent for their creative vision, not for their capacity to follow what a machine suggests."
Focused Uses for Machine Learning
Vincke had earlier detailed the team's focused approach to AI and ML, grouping its use into key functions:
- Automation of Tedious Tasks: Areas like motion capture cleaning, voice editing, and pipeline-specific tasks like retargeting animations.
- Fast-Tracked Experimentation: Using tools to speedily create simple versions of gameplay ideas to validate concepts ahead of full development.
- Experimental Frontiers: Investigating how machine learning could in the future enhance emergent reactivity, especially in managing player-driven narratives in a complex RPG.
He explicitly stated that key artistic domains β such as visual art β are not fields where the studio is cutting creative involvement. Conversely, Larian is expanding its staff in these exact positions.
"Our studio is not launching a game with machine-made assets, and we are certainly not considering trimming down teams to replace them with artificial intelligence," Vincke concluded.