Larian Studios Details Its Implementation of Machine Learning for New Divinity Game
The studio behind hit titles like Baldur's Gate 3 and Divinity: Original Sin recently shown its upcoming project, sparking immense excitement within the industry. However, subsequent remarks from the studio's lead designer have brought clarity to the narrative, focusing on the team's approach toward generative artificial intelligence.
A Tool for Ideation, Not Replacement
In a recent statement, Larian's director detailed that the team is using AI technology for certain preliminary purposes. These involve developing pitch decks, generating initial artistic references, and writing temporary dialogue.
Importantly, Vincke emphasized that the final assets in the game will be crafted exclusively by actual writers. "Our team is writing everything manually," he said.
Our studio is continuously increasing our team of writers and are busily putting together writing teams.
Given that this area is being specifically called out â we currently have twenty-three visual developers and have roles to fill for further artists.
Everything we do is incremental and focused on having people spend more time on making content.
Any AI system implemented properly is supplementary to a creative team routine, not a replacement for their skill.
Addressing Concerns and Clarifying the Vision
The admission of AI usage originally sparked backlash among a segment of the fanbase. In reply, Vincke provided more clarification on online platforms.
"We use machine learning to research ideas, in the same way we use search engines and physical media," he stated. "During the conceptual brainstorming phase we use it as a basic framework for layout which we then swap out with hand-crafted concept art."
He continued, "Larian brings on creatives for their creative vision, not for their capacity to replicate what a algorithm proposes."
Focused Uses for Machine Learning
Vincke had earlier outlined the studio's focused strategy to machine learning, defining its use into primary pillars:
- Handling Monotonous Jobs: This encompasses refining animations, dialogue cleanup, and technical processes like retargeting animations.
- Rapid Prototyping ('White Boxing'): Using tools to rapidly prototype simple mock-ups of mechanics to validate concepts prior to complete implementation.
- Long-Term Aspirations: Investigating how AI could one day facilitate innovative player agency, particularly in managing unforeseen permutations in a detailed game universe.
He clearly noted that key artistic domains â including music composition â are not fields where the studio is reducing human involvement. On the contrary, Larian is expanding its staff in these very positions.
"Larian is neither releasing a game with AI-generated content, and we are certainly not looking at cutting teams to replace them with artificial intelligence," Vincke concluded.