Larian Studios Details Its Application of Generative AI for Upcoming Divinity
The team behind acclaimed role-playing games like Baldur's Gate 3 and Divinity: Original Sin just shown its upcoming project, creating immense hype within the gaming community. However, subsequent remarks from the studio's lead designer have brought nuance to the conversation, focusing on the developer's stance toward generative artificial intelligence.
Augmenting Workflows, Not Cutting Jobs
In a new clarification, Swen Vincke outlined that the team is utilizing machine learning for certain preliminary functions. These include enhancing pitch decks, creating initial visual ideas, and drafting draft dialogue.
Notably, Vincke stressed that the final material in the game will be authored exclusively by actual writers. "Our team is creating all the content in-house," he said.
We are continuously expanding our pool of writers and are currently assembling writing teams.
As concept art is being specifically called out — we presently have over twenty concept artists and have positions available for more talent.
Each initiative we do is additive and aimed at having people spend more time on the creative process.
Every machine learning application implemented properly is additive to a artist's process, not a replacement for their skill.
Tempering Reactions with Clear Intent
The revelation of AI usage at first generated backlash among a segment of the community. In reaction, Vincke issued more elaboration on online platforms.
"We use machine learning to gather inspiration, similar to we use search engines and physical media," he explained. "During the very early brainstorming phase we use it as a basic framework for layout which we then substitute with original illustrations."
He added, "Our studio recruits artists for their unique talent, not for their capacity to replicate what a algorithm proposes."
Focused Uses for Machine Learning
Vincke had earlier broken down the team's targeted strategy to machine learning, grouping its use into three main functions:
- Handling Monotonous Jobs: Areas like refining animations, voice editing, and technical processes like adjusting assets for various species.
- Rapid Prototyping ('White Boxing'): Using tools to rapidly prototype basic mock-ups of scenarios to experiment with concepts prior to expensive implementation.
- Experimental Frontiers: Investigating how AI could in the future enhance emergent player agency, especially in managing dynamic reactions in a complex RPG.
He specifically noted that central narrative domains — like visual art — are not fields where the team is replacing artistic involvement. Conversely, Larian is recruiting more in these precise fields.
"We are neither releasing a game with any AI components, nor planning on trimming down staff to replace them with artificial intelligence," Vincke stated definitively.