Tim Willits, who serves as the chief creative officer at Saber Interactive, weighed in on the controversy sparked by CEO Matthew Karch’s response to allegations that a member of the writing team had been replaced by an AI system. The dispute began when former lead writer Stella Sacco publicly asserted in August that she had been the principal author for Saber’s forthcoming title, Rideshare Simulator, but that the company had "replaced me with ChatGPT halfway through development." Karch’s rebuttal was blunt and, to many observers, dismissive. He wrote, "Stella who? I had to ask Claude because I have never spoken to her or seen her… As far as Stella is concerned, she was replaced by someone more talented and terminated for a variety of reasons a few months later." Sacco quickly fired back, insisting that her statements were accurate and labeling the CEO’s comments as "remarkably pathetic for the CEO of any company to be making." When GamesIndustry.biz approached Willits at Gamescom for his perspective on the public exchange, he framed the CEO’s remarks as nothing more than sarcasm.
"That's just Matt's sarcasm, that's all," he said, before moving on to the core issue: the use of artificial intelligence in Saber’s development pipelines. "The important thing is that we've never replaced anybody with AI. That's crazy.
And we don’t use generative AI in Space Marine, Hellraiser, Stuntman, or any of our other titles," Willitt emphasized. He did, however, acknowledge that the studio is actively experimenting with AI technologies, noting that the industry as a whole is still figuring out where these tools can add genuine value. "We’re testing it because we don’t know where in the industry it will be effective, where people will like it, where it’s useful," Willits explained. He specifically referenced Rideshare Simulator, stating that while the game includes an "AI mode," the primary campaign, its characters, and the dialogue were all crafted by human writers.
Even the side missions, according to Willits, were authored by people rather than algorithms. The Steam store page for Rideshare Simulator provides a nuanced disclosure.
It confirms that the main campaign’s narrative, character development, and spoken lines were produced by a team of human writers. AI tools, on the other hand, were employed for voice synthesis and certain aspects of localization. Additionally, the optional "Free Ride" mode features AI‑generated passenger missions and localized dialogue, and the in‑game radio stations blend tracks created by human musicians with pieces generated by AI.
Willits clarified that Saber does not currently integrate generative AI into core production workflows such as coding, level design, or texture creation. He sees AI as an experimental adjunct rather than a replacement for human creativity. "We don’t use generative AI in our production pipelines for things like code, environments, or textures," he said.
Looking ahead, Willits expressed optimism that the industry will eventually discover a compelling, "clever and brilliant" use case for true AI integration—one that will be instantly recognizable as a game‑changing application. He likened the current uncertainty to the early days of any disruptive technology, when people ask, "What are we going to do with this? How will it work?" Over time, those technologies find a niche and become part of everyday practice. "It will be interesting to see where it goes," Willits added.
He predicts that by the next Gamescom, larger titles may begin to focus more directly on AI-driven features. "I think we’ll have some bigger games that actually focus on it," he said, expressing curiosity about how AI will be received in the context of Rideshare Simulator and beyond.
"It’s a great experiment." In summary, while Saber Interactive is exploring AI tools for specific, limited functions—such as voice generation, localization, and optional mission content—the core storytelling and design work remains firmly in human hands. The studio’s leadership, particularly Willits, emphasizes that no writer has been outright replaced by an algorithm, and that any AI usage is currently experimental, aimed at understanding where the technology can enhance the player experience without supplanting human creativity.
For those interested in the full conversation, the complete GamesIndustry.biz interview with Tim Willits is available through the linked article.