Larian Studios Details Its Application of AI Tools for New Divinity
The team behind popular role-playing games like Baldur's Gate 3 and Divinity: Original Sin recently teased its new project, sparking a wave of hype within the industry. However, follow-up comments from the company's lead designer have added nuance to the conversation, addressing the studio's philosophy toward machine learning.
A Tool for Ideation, Not Replacement
In a new clarification, Swen Vincke outlined that the company is using machine learning for particular preliminary functions. These encompass developing PowerPoint slides, producing early-stage concept art, and writing draft dialogue.
Notably, Vincke made clear that the end material in the game will be authored entirely by human artists. "Larian is writing every line ourselves," he said.
Larian is constantly expanding our roster of concept artists and are busily assembling narrative groups.
Given that concept art is being particularly called out — we right now have over twenty concept artists and have positions available for additional talent.
All our efforts we do is incremental and designed to enabling creatives to spend greater focus on the creative process.
Every machine learning application used well is a boost to a artist's routine, not a replacement for their skill.
Tempering Reactions with Clear Intent
The admission of employing this technology at first sparked unease among a segment of the community. In reaction, Vincke issued additional detail on online platforms.
"Our team utilizes AI tools to gather inspiration, similar to we use search engines and physical media," he explained. "During the initial planning process we use it as a simple sketch for composition which we then swap out with authentic artwork."
He continued, "We've hired artists for their unique talent, not for their ability to replicate what a machine suggests."
Three Pillars of Practical Application
Vincke had previously broken down the company's focused method to AI and ML, categorizing its use into three main pillars:
- Handling Monotonous Jobs: Areas like motion capture cleaning, voice editing, and pipeline-specific tasks like adapting animations for different models.
- Rapid Prototyping ('White Boxing'): Using technology to rapidly prototype simple mock-ups of mechanics to experiment with concepts prior to full development.
- Experimental Frontiers: Investigating how machine learning could eventually enhance emergent gameplay, specifically in simulating player-driven narratives in a complex RPG.
He specifically noted that key artistic areas — including music composition — are not departments where the studio is cutting creative talent. On the contrary, Larian is recruiting more in these precise roles.
"Larian is neither launching a game with any AI components, nor looking at cutting staff to swap them out with AI," Vincke summarized.