🔗 Share this article The Divinity Developer Clarifies Its Application of Machine Learning for New Divinity The team behind hit RPGs like Baldur's Gate 3 and Divinity: Original Sin just teased its new project, sparking immense anticipation within the gaming community. However, subsequent statements from the company's figurehead have introduced clarity to the conversation, focusing on the studio's philosophy toward AI tools. Augmenting Workflows, Not Cutting Jobs In a latest clarification, Swen Vincke detailed that the team is employing generative AI for specific preliminary functions. These involve fleshing out presentation materials, creating early-stage concept art, and drafting draft copy. Crucially, Vincke made clear that the end material in the game will be authored entirely by human artists. "Our team is writing everything ourselves," he stated. Our studio is actively expanding our team of concept artists and are busily putting together writing teams. As concept art is being particularly called out — we right now have 23 concept artists and have roles to fill for more talent. Each initiative we do is additive and designed to having people spend additional energy on actual creation. Every machine learning application used well is a boost to a artist's workflow, not a substitute for their skill. Addressing Concerns and Clarifying the Vision The revelation of employing this technology at first generated concern among a segment of the community. In response, Vincke provided more detail on online platforms. "We use AI tools to research ideas, just like we use Google and physical media," he wrote. "During the very early brainstorming phase we use it as a rough outline for composition which we then substitute with original illustrations." He continued, "We've hired talent for their unique talent, not for their ability to follow what a algorithm proposes." Three Pillars of Practical Application Vincke had earlier broken down the team's targeted strategy to this technology, categorizing its use into primary areas: Handling Monotonous Jobs: This encompasses polishing mocap data, voice editing, and pipeline-specific tasks like retargeting animations. Rapid Prototyping ('White Boxing'): Using tools to rapidly prototype basic models of scenarios to validate concepts prior to full development. Future Potential for Gameplay: Exploring how AI could one day create new forms of reactivity, specifically in simulating dynamic reactions in a detailed game universe. He specifically stated that core creative areas — including visual art — are not fields where the company is cutting human talent. Conversely, Larian is recruiting more in these very roles. "We are not shipping a game with any AI components, and we are certainly not considering reducing creatives to substitute them with artificial intelligence," Vincke summarized.
The team behind hit RPGs like Baldur's Gate 3 and Divinity: Original Sin just teased its new project, sparking immense anticipation within the gaming community. However, subsequent statements from the company's figurehead have introduced clarity to the conversation, focusing on the studio's philosophy toward AI tools. Augmenting Workflows, Not Cutting Jobs In a latest clarification, Swen Vincke detailed that the team is employing generative AI for specific preliminary functions. These involve fleshing out presentation materials, creating early-stage concept art, and drafting draft copy. Crucially, Vincke made clear that the end material in the game will be authored entirely by human artists. "Our team is writing everything ourselves," he stated. Our studio is actively expanding our team of concept artists and are busily putting together writing teams. As concept art is being particularly called out — we right now have 23 concept artists and have roles to fill for more talent. Each initiative we do is additive and designed to having people spend additional energy on actual creation. Every machine learning application used well is a boost to a artist's workflow, not a substitute for their skill. Addressing Concerns and Clarifying the Vision The revelation of employing this technology at first generated concern among a segment of the community. In response, Vincke provided more detail on online platforms. "We use AI tools to research ideas, just like we use Google and physical media," he wrote. "During the very early brainstorming phase we use it as a rough outline for composition which we then substitute with original illustrations." He continued, "We've hired talent for their unique talent, not for their ability to follow what a algorithm proposes." Three Pillars of Practical Application Vincke had earlier broken down the team's targeted strategy to this technology, categorizing its use into primary areas: Handling Monotonous Jobs: This encompasses polishing mocap data, voice editing, and pipeline-specific tasks like retargeting animations. Rapid Prototyping ('White Boxing'): Using tools to rapidly prototype basic models of scenarios to validate concepts prior to full development. Future Potential for Gameplay: Exploring how AI could one day create new forms of reactivity, specifically in simulating dynamic reactions in a detailed game universe. He specifically stated that core creative areas — including visual art — are not fields where the company is cutting human talent. Conversely, Larian is recruiting more in these very roles. "We are not shipping a game with any AI components, and we are certainly not considering reducing creatives to substitute them with artificial intelligence," Vincke summarized.