Tim Willits, who serves as the chief creative officer at Saber Interactive, weighed in on the controversy sparked by CEO Matthew Karch’s reaction to allegations that a member of the writing team had been replaced by an artificial‑intelligence system. The dispute began in August when Stella Sacco, who had been credited as the lead writer for Saber’s forthcoming title Rideshare Simulator, publicly asserted that the company had dismissed her and substituted her role with ChatGPT halfway through development.

In response, Karch issued a sharply worded rebuttal, stating, "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 fired back with her own statement, calling Karch’s remarks "remarkably pathetic for the CEO of any company to be making" and reaffirming the truth of her original claim. When GamesIndustry.biz approached Willits at Gamescom for comment, he dismissed the back‑and‑forth as “just Matt’s sarcasm, that’s all.” He then emphasized a key point that the company has repeatedly communicated: Saber Interactive has never swapped a human employee for an AI system. "That would be absurd," Willits said.

"We have not used generative AI to write any of the narrative content for Space Marine, Hellraiser, Stuntman, or any of our other titles. All of the story, characters, dialogue, and side‑missions are still crafted by people." Willits did acknowledge, however, that the studio is actively experimenting with artificial‑intelligence tools to understand where they might add value in the broader industry.

He explained that while the core narrative of Rideshare Simulator – its main campaign, characters, and dialogue – is authored by a team of human writers, the developers are testing an "AI mode" that leverages generative technology for certain optional features. Specifically, the Steam store page for the game notes that AI is employed for voice generation and some aspects of localization, and that the "Free Ride" mode includes AI‑generated passenger missions and localized dialogue. Additionally, the in‑game radio stations blend human‑composed tracks with pieces produced by AI. Willits clarified that, at present, Saber does not integrate generative AI into its production pipelines for core assets such as code, environment design, or texture creation.

He stressed that the company’s current use of AI is limited to peripheral functions and experimental modes, rather than replacing the creative labor of writers or designers. Looking ahead, Willits expressed optimism that a truly groundbreaking application of modern AI could eventually emerge – an implementation so clever and intuitive that it would become an obvious, industry‑wide standard. He likened the current stage of AI adoption to past technological breakthroughs, noting that early skepticism often gives way to widespread acceptance once practical uses are demonstrated. "When new technologies first appear, people ask, ‘What are we going to do with this?

How will it work?’ Then we discover where they fit into everyday workflows," he said. Willits also hinted that the next Gamescom could showcase larger titles that place AI at the forefront of gameplay or narrative design. He is eager to see how the experimental AI features in Rideshare Simulator are received by players and how they might inform future projects.

"It’s a great experiment," he concluded, emphasizing that the studio will continue to monitor player feedback and technological developments before committing to deeper AI integration. In summary, while Saber Interactive acknowledges the use of AI for specific, non‑core functions such as voice synthesis, localization, and optional mission generation, the company maintains that all primary storytelling and design work remains in human hands. The ongoing debate highlights the broader industry conversation about the role of AI in game development, the ethical considerations of replacing creative staff, and the balance between innovation and preserving the human element that many gamers value.

The full interview with Tim Willits can be read on GamesIndustry.biz.