Larian Studios Details Its Application of Machine Learning for Upcoming Divinity Game
The studio behind hit titles like Baldur's Gate 3 and Divinity: Original Sin has recently teased its next major project, generating significant hype within the industry. However, recent statements from the studio's lead designer have added nuance to the discussion, touching on the studio's approach toward generative artificial intelligence.
A Tool for Ideation, Not Replacement
In a recent clarification, Swen Vincke explained that the company is using machine learning for specific supporting purposes. These include fleshing out pitch decks, creating rough concept art, and drafting draft dialogue.
Notably, Vincke made clear that the end assets in the game will be created solely by human artists. "Our team is writing all the content in-house," he said.
Larian is continuously increasing our pool of writers and are busily assembling narrative groups.
Since visual development is being particularly mentioned — we currently have over twenty concept artists and have job openings for more creatives.
All our efforts we do is incremental and aimed at letting our team spend greater focus on the creative process.
Every machine learning application implemented properly is supplementary to a artist's process, never a stand-in for their talent.
Addressing Concerns and Clarifying the Vision
The admission of AI usage at first sparked backlash among a segment of the community. In response, Vincke provided further detail on social media.
"We use machine learning to explore references, in the same way we use the internet and physical media," he explained. "In the very early ideation stages we use it as a rough outline for layout which we then swap out with authentic artwork."
He continued, "We've hired creatives for their unique talent, not for their willingness to replicate what a machine suggests."
Focused Uses for Machine Learning
Vincke had earlier outlined the team's targeted method to AI and ML, categorizing its use into three main functions:
- Streamlining Repetitive Work: This encompasses refining animations, voice editing, and technical processes like adjusting assets for various species.
- Rapid Prototyping ('White Boxing'): Using systems to speedily create basic versions of mechanics to experiment with concepts before complete production.
- Experimental Frontiers: Exploring how AI could one day enhance innovative reactivity, specifically in creating dynamic reactions in a vast role-playing world.
He clearly stated that core creative disciplines — such as music composition — are not areas where the studio is reducing human input. Conversely, Larian is recruiting more in these precise fields.
"Our studio is not releasing a game with machine-made assets, and we are certainly not planning on reducing staff to swap them out with AI," Vincke concluded.