Larian Studios Clarifies Its Application of Machine Learning for Next Divinity Game
The studio behind hit RPGs like Baldur's Gate 3 and Divinity: Original Sin recently unveiled its new project, generating significant anticipation within the industry. However, subsequent remarks from the company's lead designer have introduced clarity to the discussion, focusing on the developer's approach toward generative artificial intelligence.
Augmenting Workflows, Not Cutting Jobs
In a recent clarification, the studio's founder detailed that the developer is utilizing AI technology for certain ancillary tasks. These involve developing pitch decks, producing initial artistic references, and drafting temporary text.
Notably, Vincke stressed that the final assets in the game will be created entirely by real artists. "We are developing every line in-house," he affirmed.
We are continuously expanding our team of writers and are busily assembling dedicated writer rooms.
Since visual development is being particularly called out — we right now have over twenty concept artists and have job openings for additional talent.
Everything we do is incremental and focused on letting our team spend greater focus on actual creation.
Any machine learning application used well is additive to a creative team process, never a stand-in for their talent.
Responding to Feedback and Defining the Path
The revelation of using AI initially sparked backlash among some the community. In reaction, Vincke provided additional elaboration on online platforms.
"We use AI tools to research ideas, similar to we use the internet and reference books," he stated. "In the very early ideation stages we use it as a rough outline for structure which we then substitute with hand-crafted concept art."
He added, "Our studio recruits talent for their creative vision, not for their ability to replicate what a machine suggests."
Key Areas of AI Integration
Vincke had previously detailed the company's practical method to machine learning, categorizing its use into three main pillars:
- Automation of Tedious Tasks: This encompasses refining animations, audio processing, and Larian-specific work like adapting animations for different models.
- Accelerated Iteration: Using systems to rapidly prototype rough versions of gameplay ideas to test concepts ahead of full implementation.
- Future Potential for Gameplay: Researching how machine learning could one day create new forms of gameplay, particularly in managing dynamic reactions in a detailed game universe.
He specifically stated that central narrative domains — like visual art — are are in no way fields where the company is cutting creative involvement. On the contrary, Larian is expanding its staff in these very positions.
"Our studio is neither launching a game with any AI components, nor planning on cutting creatives to substitute them with AI," Vincke concluded.