Larian Studios Details Its Application of Generative AI for Upcoming Divinity
The team behind popular RPGs like Baldur's Gate 3 and Divinity: Original Sin just shown its upcoming project, sparking immense excitement within the gaming community. However, follow-up remarks from the company's lead designer have introduced nuance to the narrative, touching on the studio's stance toward generative artificial intelligence.
Augmenting Workflows, Not Cutting Jobs
In a new statement, Swen Vincke detailed that the company is utilizing machine learning for particular ancillary functions. These include developing presentation materials, generating rough concept art, and writing placeholder copy.
Notably, Vincke made clear that the end assets in the game will be created solely by human creatives. "Our team is creating every line in-house," he said.
We are actively increasing our roster of storytellers and are currently putting together writing teams.
As this area is being particularly referenced — we right now have twenty-three visual developers and have job openings for further talent.
Each initiative we do is additive and focused on enabling creatives to spend more time on making content.
Every ML tool implemented properly is additive to a creative team process, not a substitute for their talent.
Addressing Concerns and Clarifying the Vision
The admission of employing this technology at first sparked concern among some the fanbase. In response, Vincke offered further elaboration on online platforms.
"Our team utilizes machine learning to explore references, in the same way we use Google and physical media," he wrote. "In the initial ideation stages we use it as a basic framework for composition which we then replace with hand-crafted concept art."
He added, "We've hired talent for their creative vision, not for their willingness to follow what a AI generates."
Focused Uses for Machine Learning
Vincke had in the past outlined the studio's practical method to machine learning, defining its use into three main pillars:
- Streamlining Repetitive Work: This encompasses refining animations, dialogue cleanup, and pipeline-specific tasks like adapting animations for different models.
- Fast-Tracked Experimentation: Using systems to speedily create basic mock-ups of scenarios to validate concepts before full production.
- Future Potential for Gameplay: Researching how AI could in the future facilitate innovative reactivity, especially in creating unforeseen permutations in a vast role-playing world.
He explicitly noted that core creative domains — including visual art — are are in no way departments where the studio is reducing creative involvement. Conversely, Larian is recruiting more in these exact roles.
"We are neither releasing a game with any AI components, nor looking at trimming down teams to substitute them with artificial intelligence," Vincke summarized.