Rebel Wolves is drawing a sharp line between how it builds games and what actually ships to players. During a recent press session, game director Konrad Tomaszkiewicz confirmed that The Blood of Dawnwalker uses generative AI during development, but emphasized that none of those tools produced assets that made it into the final product.
The studio deployed AI-generated voices early in production as a testing mechanism for dialogue and narrative pacing. Tomaszkiewicz, who directed The Witcher 3, explained the logic behind this approach. Recording voice acting for a multilingual RPG is expensive and time-consuming. Once actors record lines, script changes become costly mistakes.
By using AI voices to prototype dialogue sequences first, Tomaszkiewicz said the team could catch structural problems in the story before committing to professional recording sessions. "When you start to hear the game, hear the NPCs and so on, is the moment when you figure out that something in the story works or does not work," he said. "And when you record all of this, and that moment you figure it out and you want to change the story, you record again a whole section of story, and it's really expensive."
Without this iterative step, he continued, mid-production rewrites cascaded into scheduling chaos and worker burnout. "It makes pressure for the team. It makes problems and overtime and other stuff, and we wanted to avoid that," Tomaszkiewicz said.
Beyond voice prototyping, Tomaszkiewicz outlined a broader vision for AI as a labor tool rather than a creative replacement. He pointed to repetitive QA tasks like terrain collision checking as prime candidates for automation. That would free the studio's quality assurance team to focus on subjective evaluation: whether characters resonate, if gameplay loops engage players, whether combat timing feels right.
"I think that companies should use AI, but in the way which helps people to work, not replace the people," Tomaszkiewicz said.
A Rebel Wolves spokesperson moved swiftly to close any ambiguity about the final product. "I want to make one thing absolutely clear: nothing that's in The Blood of Dawnwalker was created using generative AI. Nothing. People with blood and flesh made this game from the beginning to the end."
The vampire RPG launches September 3, 2026.
Author Emily Chen: "Tomaszkiewicz's framing is smart, but the distinction between 'development tool' and 'created content' will feel like semantics to players already skeptical of AI in games."
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