Studios know that AI matters. Ad hoc experiments produce functional demos, but not always repeatable production value: outputs that look impressive but don’t scale. Drifting output, sycophantic responses, and context loss make chat-based AI risky to rely on unchecked. Meanwhile security and IP concerns rightly keep a lot of functionality locked down, so an all-the-AI-all-the-time approach can’t work in practice. The result is real interest, real constraints, and a less clear path towards iterative adoption.
That gap is what I work in. 25+ years leading production across AAA, live service, co-development, and UGC — LucasArts, Crystal Dynamics, Cloud Chamber / 2K, Meta, and most recently building AI-assisted production tooling and reporting infrastructure for a distributed studio. I’m not an AI consultant who learned games — I’m a video games production leader who has spent the last two years working in AI-first environments, solving real workflow problems with AI, inside real studio constraints.