Larian Studios Clarifies Its Application of Machine Learning for New Divinity Game
The developer behind hit role-playing games like Baldur's Gate 3 and Divinity: Original Sin recently unveiled its upcoming project, generating immense hype within the gaming community. However, follow-up statements from the company's lead designer have brought nuance to the narrative, addressing the developer's approach toward generative artificial intelligence.
AI as a Creative Assistant, Not a Substitute
In a latest statement, the studio's founder detailed that the developer is employing generative AI for specific ancillary purposes. These encompass developing PowerPoint slides, producing early-stage concept art, and writing draft dialogue.
Crucially, Vincke made clear that the shipping assets in the game will be crafted exclusively by human artists. "Our team is writing everything manually," he stated.
We are actively expanding our roster of writers and are busily assembling writing teams.
Given that visual development is being particularly mentioned — we right now have twenty-three concept artists and have positions available for further creatives.
Everything we do is additive and designed to enabling creatives to spend greater focus on the creative process.
Any ML tool implemented properly is additive to a creative team routine, never a stand-in for their talent.
Tempering Reactions with Clear Intent
The revelation of employing this technology originally provoked backlash among some the fanbase. In reply, Vincke provided additional clarification on online platforms.
"Our team utilizes these tools to gather inspiration, just like we use search engines and reference books," he wrote. "In the very early planning process we use it as a simple sketch for composition which we then replace with original concept art."
He noted, "We've hired artists for their creative vision, not for their ability to replicate what a algorithm proposes."
Focused Uses for Machine Learning
Vincke had earlier detailed the company's focused approach to AI and ML, categorizing its use into key areas:
- Streamlining Repetitive Work: This includes polishing mocap data, audio processing, and technical processes like adjusting assets for various species.
- Fast-Tracked Experimentation: Using technology to quickly build rough versions of mechanics to experiment with concepts before full development.
- Future Potential for Gameplay: Investigating how machine learning could one day facilitate emergent reactivity, especially in simulating player-driven narratives in a detailed game universe.
He specifically noted that core creative domains — like visual art — are are in no way departments where the company is cutting creative involvement. Conversely, Larian is recruiting more in these exact fields.
"Our studio is not launching a game with any AI components, nor planning on reducing creatives to replace them with artificial intelligence," Vincke summarized.