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Saber Interactive's Tim Willits on generative AI, moving development out of North America, and embracing recognisable IP

What happened
Based on GamesIndustry.biz · Sep 11, 2026

Saber Interactive’s Tim Willits discusses the studio’s cautious approach to generative AI, its global development strategy outside North America, and its balanced portfolio of mid-sized and recognizable IP projects.

Saber Interactive's Tim Willits on generative AI, moving development out of North America, and embracing recognisable IP
GamesIndustry.biz — GamesIndustry.biz
Key points
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Saber does not use generative AI in production for core content in major titles like Space Marine or Hellraiser.
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Saber operates 15 studios across 15 countries with 3,500 employees, excluding North America for development.
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Saber balances large projects with mid-sized releases and experiments with external development models inspired by film production.
Key numbers
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Willits highlighted Saber’s global expansion beyond North America, noting the company now operates 15 studios across 15 countries with 3,500 employees, including new locations like Australia.

Saber Interactive CEO Matthew Karch’s public remarks about AI replacing writers were clarified by chief creative officer Tim Willits as sarcasm, emphasizing the company does not use generative AI in production for titles like Space Marine or Hellraiser. Willits acknowledged experimenting with AI in experimental modes, such as Rideshare Stimulator, while stressing that all core content remains human-written. He framed AI as an evolving tool, comparing its current state to early technologies that later found practical applications.

Willits highlighted Saber’s global expansion beyond North America, noting the company now operates 15 studios across 15 countries with 3,500 employees, including new locations like Australia. He dismissed concerns about working in unfamiliar territories, arguing talent and resources can be found anywhere. The company retains its Florida headquarters and U.S.-based publishing team but has no development presence in North America.

The studio balances large projects like Stuntman: Hollywood and Jurassic Park: Survival with steady mid-sized releases such as remasters of Hitman and Tomb Raider. Willits described this as a deliberate strategy to mitigate risk, contrasting it with publishers overly reliant on single high-budget titles. He also emphasized flexible team allocation across projects to avoid siloed development.

Willits revealed Saber is exploring external development models inspired by film production, partnering with small, high-talent groups in the U.S. to share creative and financial responsibilities. He advocated for slate financing, where multiple mid-sized games are funded simultaneously to spread risk, citing Warhammer 40,000: Space Marine 2’s controlled budget as an example of this approach.

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