Witcher 3 director backs GenAI
- Konrad Tomaszkiewicz said studios should use generative AI as a development aid, after Rebel Wolves confirmed limited early use on The Blood of Dawnwalker. - The specific use was placeholder voice work during testing before actor recordings, while Rebel Wolves says no AI-generated assets appear in the shipped game. - That matters because game studios keep probing AI cost cuts, while developers and players are drawing a hard line around replacing artists.
Video-game AI fights usually get framed as all or nothing. Either studios ban the tools outright, or executives talk like the tools can replace half the team. Konrad Tomaszkiewicz is trying to plant a flag in the middle. The Witcher 3 director, now leading Rebel Wolves, says studios should use generative AI during development — but not as a substitute for the people actually making the game. (gamespot.com) ### What actually happened? The immediate news is a fresh round of comments tied to Rebel Wolves’ upcoming RPG, The Blood of Dawnwalker. In press discussions picked up this week, Tomaszkiewicz said the studio used generative AI in early development, mainly to speed up testing, and argued that companies should use AI only in ways that help workers rather than replace them. (gamespot.com) ### What did Rebel Wolves use it for? A pretty narrow thing, turns out. Rebel Wolves used AI-generated placeholder voices during testing before final recording sessions with actors. That let the team hear scenes earlier, test pacing and dialogue flow, and iterate before paying for full performance capture or voice sessions. Tomaszkiewicz has been making this same basic point since a Eurogamer interview in November 2025. (eurogamer.net) ### What line is the studio trying to draw? The line is between prototype material and shipped material. Rebel Wolves has been unusually explicit here: it says nothing in the final version of The Blood of Dawnwalker was created with generative AI, an(eurogamer.net)t means the first thing, not the second. (thisweekinvideogames.com) ### Why are people so touchy about that distinction? Because in games, “AI in development” is not a neutral phrase anymore. Players hear it and think scraped art, synthetic voices, layoffs, and publishers trying to shave costs by automating creative labor. Developers hear contract risks and a weaker bargaining position. (thisweekinvideogames.com)il build. (me.ign.com) ### Is Tomaszkiewicz saying AI is good for games? Not exactly. He’s making a narrower claim — that AI can be useful for repetitive or temporary tasks inside production. Basically, he’s treating it like a faster mock-up tool. His argument is that hearing rough voices early helps teams test scenes sooner, the same way temp art or grey(me.ign.com)ls you where he thinks the creative center still is. (eurogamer.net) ### Why does this story land now? Because The Blood of Dawnwalker is moving from concept to commercial reality. Rebel Wolves and Bandai Namco just locked in a September 3, 2026 release date for PC, PlayStation 5, and Xbox Series X|S, which means scrutiny is rising around everything attached to the project — tech choices, production methods, and studio philosophy included. Once a game gets close to launch, vague AI answers stop working. (en.bandainamcoent.eu) ### So what’s the real takeaway? This is less a breakthrough than a boundary test. Tomaszkiewicz is arguing for AI as scaffolding, not authorship. If that distinction holds — temp voices in, final human performances out — some players will accept it. But the catch is that every studio now claims its use is “reasonable.” The real trust test is whether companies keep AI in the prototype lane once budgets get tighter. (eurogamer.net) ### Bottom line Rebel Wolves is trying to normalize a very specific kind of GenAI use without crossing the red lines players and developers hate most. That may be the future compromise for a lot of game studios — but only if “helping people work” does not quietly turn into replacing them. (gamespot.com)