Larian and Bloomberg clarify statements on AI usage in Divinity development

Following the Controversy Surrounding Larian’s Use of Generative AI

After an interview between Larian CEO Swen Vincke and Bloomberg’s Jason Schreier caused a stir, there has been a significant discussion regarding Larian’s use of generative AI in the development of Divinity. Both Vincke and Schreier have issued statements to provide further context and clarify the extent of generative AI’s role.

The initial concern arose from the mention of using gen-AI for producing concept art. However, Vincke has emphasized that Larian has a team of talented concept artists, with job openings for more, and that gen-AI is not directly creating concept art but rather providing reference material for artists to draw inspiration from. In addition to concept art, the use of generative AI extends to placeholder text, white box assets, internal presentations, and even assisting Vincke in improving his emails.

The crux of the issue stemmed from the brevity and framing of Bloomberg’s original coverage of generative AI at Larian:

Under Vincke’s leadership, Larian has been exploring generative AI, although the technology has not significantly increased efficiency. Vincke stated that there will be no AI-generated content in Divinity and that everything is created by human actors. However, AI tools are utilized for brainstorming, enhancing presentations, developing concept art, and generating placeholder text.

The use of generative AI has faced some resistance at Larian, but Vincke mentioned that the team has come to terms with its usage.

Clarifications have been made on social media by Vincke to address concerns about artists being replaced by AI:

Vincke responded, “We are not ‘pushing hard’ for or replacing concept artists with AI. We have a team of 72 artists, including 23 concept artists, and we are actively hiring more. The art produced by our team is original, and I am proud of their work. We use AI tools to explore references, similar to using Google and art books. The use of AI is limited to early ideation stages and serves as a rough outline for composition before being replaced by original concept art.”

He further explained, “We have hired creatives for their talent, not their ability to replicate what a machine suggests. While they can experiment with AI tools to streamline their work, the emphasis is on their artistic abilities.”

In an article on Gamespot, Vincke described the use of AI as primarily for tasks that are deemed undesirable.

Returning to the Bloomberg coverage, Schreier acknowledged the controversy surrounding generative AI and shared a transcript of his interview with Vincke to provide full context:

JS: Can generative AI accelerate production?

SV: While it can aid in white boxing, I am skeptical about significant speed-ups. We primarily use AI for experimentation and exploration but do not rely on it for creating assets. Our focus is on utilizing AI to assist level designers.

JS: How is generative AI used for concept art?

SV: Concept artists use AI similarly to how they use photos for exploration. We have a substantial team of concept artists who leverage AI for brainstorming and refining ideas.

JS: What about placeholder text?

SV: Placeholder text is inserted by scripters during whiteboxing. Some scripters use AI-generated text, while others prefer to write it themselves. The goal is to facilitate experimentation and creativity.

As the debate continues, opinions are divided on Vincke’s approach to generative AI. While some question its impact, others appreciate its internal applications and support for Larian’s growth. The nuanced discussion surrounding generative AI in game development reflects the evolving landscape of technology in the industry.

Source: Bloomberg, Swen Vincke, Jason Schreier

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