Creative GenerationAugments Human LaborVerified
Reviewed and published by trentmaziarz, March 19, 2026. Discovered and drafted by our automated research pipeline.
EA used machine learning to produce higher-quality and more varied movement data for the characters in Dragon Age: The Veilguard (2024), resulting in more expressive character performances without additional performance-capture sessions.
Details
SEED applied machine learning research to expand and improve motion data used in the game's character animation. SEED also developed a related framework called SILK — a system for motion in-betweening, published in June 2025 — which generates smooth transitions between animation states and can be applied across EA titles. Together these techniques reduce the volume of raw performance-capture work required from actors and animators.
Products affected
Dragon Age: The Veilguard
Sources & Evidence
Other practices by Electronic Arts (EA)
OtherEA announced Project Atlas in 2018 as a cloud-based platform for building and running games, with AI built directly into the development environment — including a demonstration of AI generating game terrain from real-world geographic survey data. Its current status within EA's infrastructure is unclear.OtherEA deployed an internal AI mandate across its approximately 15,000 employees starting in 2024, requiring use of tools including an in-house chatbot called ReefGPT for coding, playtester feedback summarization, and other tasks. The mandate overlapped in timing with layoffs of approximately 670 employees in February 2024 and a further 300 to 400 in April 2025; EA has not officially attributed the workforce reductions to AI.OtherEA is developing an unreleased mobile product called Project Air where players can create AI characters, interact with them using open-ended text conversations, and share them with other players. It is EA's most experimental generative AI product to date.
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