Nexon says AI frees developers to create while boasting it builds games with fewer people

Nexon says AI frees developers to focus on creative work, but executives also boast of building AAA titles with far fewer staff and lower costs.

Categorized in: AI News Creatives
Published on: Apr 03, 2026
Nexon says AI frees developers to create while boasting it builds games with fewer people

Nexon Says AI Frees Creatives to Create-While Boasting of Smaller Teams

Nexon executives are defending the company's heavy investment in generative AI and LLM tools for game development, claiming the technology amplifies creative work rather than replacing it. The contradiction between that message and their simultaneous claim of building major titles with "significantly fewer people" is drawing scrutiny from the industry.

CEO Junghun Lee said Nexon's approach "doesn't replace creative people, it frees them to create, with context." The company's Mono Lake Initiative-a database of decades of player behavior and design decisions-provides that context, Lee explained during a capital markets briefing.

"AI without context is just speed," Lee said. "Faster output of a generic outcome. Without context, AI is a race to the arithmetic middle where everyone's games look the same."

The Staffing Question

Patrick Söderlund, Nexon's executive chairman and head of Embark Studios, told investors that the company built two major titles-ARC Raiders and The Finals-"with significantly fewer people, at a fraction of the cost you'd expect for a AAA game." He credited AI with enabling that efficiency.

That statement sits uneasily with the company's public messaging about AI as a creative tool rather than a cost-cutting measure. Söderlund acknowledged the tension himself last year when Embark replaced AI-generated NPC voices in ARC Raiders with human actors, saying "a real professional actor is better than AI; that's just how it is."

The Methodology Question

Söderlund framed Nexon's advantage not as being an early adopter of AI tools, but as understanding how to use them effectively. "Every company has a plan; most will get it wrong," he said. "Tools won't help because they've misread the challenge. AI may be a race, but the winners won't be the first movers-the winners will be the ones who understood the challenge."

He compared game development to auto mechanics: "The tools are available to everyone, but not everyone has the knowledge and experience to use them."

Lee emphasized that creative decisions remain with developers. "What goes into our games-the creative content our players actually experience-that remains the work of our developers," he said. Developers spend more time on design choices informed by player data rather than on routine coding tasks, according to his account.

What Creatives Should Watch

For creative professionals in game development, the Nexon case illustrates a central tension: whether AI tools genuinely expand creative capacity or simply enable organizations to accomplish the same output with fewer staff. The company's own statements suggest both dynamics are at play.

The emphasis on AI design decisions guided by historical data points toward a specific vision of how creatives might work alongside these systems-less on execution, more on strategy and judgment calls informed by scale.


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