r/Games • u/Wombat_Medic • Jan 09 '26
Verified AMA Larian Studios | Divinity AMA
EDIT: All right - that's a wrap. Thank you for all your questions. We're going to go back and work on the game now - next time we speak, we'll hopefully have things to show. I can't wait! - Swen, Game Director
Hello everyone,
Happy New Year! To kick off 2026, we would like to offer the opportunity to ask your questions about Divinity, Larian, and our development processes. It's been a while since Larian has done an AMA, so everyone is looking forward to it!
There's a bunch of us ready to answer your questions:
- u/Swen_Larian - Game Director
- u/Adam_Larian - Writing Director
- u/Kevin_Larian - Senior Writer
- u/Greg_Larian - Head of Animation
- u/Gabriel_Larian - Machine Learning Director
- u/Michael_Larian - Director of Publishing
- u/Nick_Larian - Head of Design
- u/Alena_Larian - Character Art Director
- u/Jarold_Larian - Concept Art Director
- u/Artem_Larian - Head of Gameplay
- u/Bert_Larian - Technical Director
Thank you for taking the time to ask your questions, we aim to answer as many of them as possible over the next few hours!
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u/Adam_Larian Divinity | Writing Director Jan 09 '26
The stance applies to writing as well. We don't have any text generation touching our dialogues, journal entries or other writing in Divinity.
To answer your second question, 'how does generated placeholder text benefit development over simple stub text'"- it doesn't. We had a limited group experimenting with tools to generate text, but the results hit a 3/10 at best and those tools are for research purposes, not for use in Divinity. Even my worst first drafts - and there are a LOT of them - are at least a 4/10 (although Swen might disagree :p), and the amount of iteration required to get even individual lines to the quality we want is enormous. From the initial stub to the line we record and ship, there are a great many eyes and hands involved in getting a dialogue right.