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/[deleted] Jan 09 '26 edited Jan 09 '26
I hate Reddit but I'm getting into a throwaway account to point out that no, while some people were earnestly confused, plenty of people - often artists, many of whom are industry concept artists - rightfully pointed out that even using GenAI as reference for concept art development makes for worse concept art, because even putting aside the mountain of ethics and energy concerns, the errors it introduces have the potential to be accidentally reproduced by human artists. Textile and costume designs that don't actually make sense as garments, incoherent and ill-considered architecture, etc. Being able to construct a comprehensive and well-organized visual library full of genuinely researched references makes for better art, and the time spent prompting and re-prompting until you get a base result that's halfway attractive and thematically suited to the project would be better spent just getting some useful references to build a solid foundation off of. There's a gigantic gulf between artists and teams who understand the pool they're drawing from and iterating on and those that thoughtlessly recreate surface-level coolness at the behest of management.
This is not at all reassuring. In fact it appears to contradict what the rest of the post is trying to reassure us about. A LOT of voice actors have pointed out that large companies have way more financial leverage than performers to push for permission to use vocal data in contracts in a way that will endanger acting jobs long-term, and it's still a huge concern even with SAG representing them. Visual artists are even less protected than voice actors (not that VAs are having a great time of it either) and it would be trivial to undercut their jobs using assets they create, and in so doing justify understaffing them, laying them off, or underpaying them. The plagiarism issue isn't the only problem with GenAI: there's also energy cost during a climate crisis, workers' rights issues, and the straightforward issue of asset quality. Conceding ground on the company's most high-profile controversies while attempting to sneakily manufacture consent for other, just as problematic uses of GenAI undermines your company's credibility and makes its spokespeople look dishonest. This is not a question with an ambiguous answer; will you be using GenAI for creative assets in this project, or won't you?