Larian Studios Clarifies Its Implementation of Machine Learning for Next Project
The studio behind popular RPGs like Baldur's Gate 3 and Divinity: Original Sin recently unveiled its next major project, generating immense excitement within the gaming community. However, follow-up statements from the company's figurehead have added nuance to the conversation, addressing the team's philosophy toward machine learning.
A Tool for Ideation, Not Replacement
In a latest message, the studio's founder outlined that the company is using generative AI for certain preliminary purposes. These involve enhancing pitch decks, generating early-stage artistic references, and drafting temporary text.
Importantly, Vincke made clear that the end assets in the game will be created entirely by actual writers. "We are creating every line in-house," he said.
Our studio is constantly expanding our team of writers and are currently forming writing teams.
Given that visual development is being specifically mentioned — we right now have over twenty artistic staff and have positions available for additional artists.
Everything we do is supplementary and designed to letting our team spend additional energy on actual creation.
Every machine learning application implemented properly is a boost to a creative team routine, not a replacement for their skill.
Tempering Reactions with Clear Intent
The revelation of using AI originally sparked backlash among a segment of the fanbase. In reaction, Vincke offered more clarification on social media.
"Our team utilizes these tools to gather inspiration, in the same way we use search engines and reference books," he stated. "During the initial planning process we use it as a rough outline for composition which we then substitute with original concept art."
He added, "Our studio recruits creatives for their creative vision, not for their capacity to execute what a AI generates."
Key Areas of AI Integration
Vincke had in the past outlined the team's targeted approach to machine learning, grouping its use into three main pillars:
- Streamlining Repetitive Work: Areas like motion capture cleaning, voice editing, and Larian-specific work like adapting animations for different models.
- Fast-Tracked Experimentation: Using technology to speedily create basic mock-ups of scenarios to experiment with concepts before complete development.
- Long-Term Aspirations: Exploring how AI could in the future facilitate new forms of reactivity, especially in simulating dynamic reactions in a complex RPG.
He explicitly noted that key artistic areas — like music composition — are not areas where the team is replacing human input. Conversely, Larian is expanding its staff in these precise fields.
"Larian is not launching a game with any AI components, and we are certainly not planning on cutting creatives to substitute them with AI," Vincke summarized.