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Warhorse Studios co-founder Martin Klíma argues that game executives may be oversimplifying what AI can do for production costs. In his view, AI could help studios make larger games with teams of similar size, rather than let them halve staffing and deliver the same game for less. That is a forecast, not a measured industry result.
What did Martin Klíma say about AI and game development?
In an interview published by PC Gamer on 25 September 2026, Klíma described a “simplified mental model” in which a large productivity gain from AI translates directly into a much smaller team and a cheaper game. He called that substitution model “fundamentally flawed.” A follow-up PC Gamer report on 6 October summarized his concern that executives may see AI as an easy way to replace human developers and cut costs.
Klíma’s alternative is that studios will retain people and use AI to augment their work. If that creates more production capacity, he expects players to want studios to spend it on bigger games. As he put it: “This is not a ‘get out of jail free’ card, the AI. It will not reduce the cost of the game, but it will allow us to create bigger games for the same cost.” PC Gamer’s full interview with Klíma provides the context for the remark.
Why does he call the cost-saving model too simple?
Klíma illustrated the model with a hypothetical: imagine AI made a team five times as productive. A simplified calculation might suggest replacing a 200-person team with 40 people. But if each AI also costs as much as a developer, he said, the comparison becomes the cost of 80 people for work equivalent to a 200-person team. These figures are an illustration, not measured staffing or cost data.
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The example highlights an assumption behind the quick calculation: that productivity gains can be converted into smaller teams without changing the game being made or the work players expect. Klíma’s counterpoint is that studios may use the added capacity to expand a game’s scope instead. He links that possibility to player expectations, but the interview does not independently measure those expectations or establish how studios will respond.
Will AI replace video game developers or make games cheaper?
The interview does not establish either outcome across the industry. It presents two competing expectations:
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| Expectation | What it would mean | Evidence in the interview |
|---|---|---|
| AI substitutes for labor | Studios reduce team size and use the productivity gain to lower production costs while making a comparable game. | A simplified model Klíma criticizes; the 5x and staffing figures are hypothetical, not observed results. |
| AI augments teams | Studios keep teams productive and use added capacity to make larger games for similar costs. | Klíma’s stated expectation, not a verified industry-wide outcome. |
Neither PC Gamer passage reports a measured study quantifying AI’s effect on game-development costs, staffing, output, or quality. Klíma’s comments are an argument about how studios and players may respond to productivity gains, not proof that one economic outcome has already prevailed.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Does Warhorse use AI in its games?
The interview does not answer that. Asked whether AI would play a role in Warhorse’s future games, Klíma replied, “I can’t talk about it.” That leaves the studio’s current production practices and future AI decisions unconfirmed. The coverage mentions Warhorse’s Kingdom Come: Deliverance II, but does not establish that the game uses AI.
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Sources: Elie Gould’s PC Gamer report, published 6 October 2026; Joshua Wolens’s PC Gamer interview, published 25 September 2026.
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