Take-Two Chapter: AI is not a substitute for Human creativity

8/10/2026, 10:35 AMЕвгения Слив

Strauss Zelnik, head of Take-Two Interactive, spoke about the role of artificial intelligence in the gaming industry during a conference call on the results of the first quarter of fiscal year 2027. Despite growing concerns in the industry that designers and developers could be displaced by automated tools, the executive emphasized that technology should not and cannot replace human creativity. Zelnik noted that the company has been actively using machine learning technologies long before they became a massive trend. According to him, the main goal of introducing AI into the workflows of approximately 13,000 studio employees is to enhance their creativity and facilitate innovation processes, rather than reducing staff in order to save money.

The head also drew a clear line between the Take-Two strategy and the approaches of some competitors, who openly declare their intention to save hundreds of millions of dollars through the large-scale implementation of artificial intelligence. Zelnik expressed skepticism about such a goal setting, recalling the historical context of the development of technologies in the field of interactive entertainment. In his opinion, the true effectiveness of new tools lies not in reducing the cost of existing tasks, but in providing developers with the opportunity to create larger, more complex and high-quality projects. Thus, the company considers AI as a catalyst for increasing the quality of the final product, rather than as a tool for simply reducing operating costs or replacing qualified specialists.

This position stands out against the background of general tension in the gaming industry, where many studios are forcibly implementing AI tools, causing legitimate concerns of employees for the safety of their jobs. In parallel with the discussion of digital development technologies, Zelnik touched upon the topic of content distribution, stating that physical game discs are gradually losing their meaning. The head of the company supported the trend towards abandoning optical media, noting that digital distribution of games is a much more convenient and logical format for modern consumers. This statement is consistent with Take-Two's overall strategy of adapting to digital realities and using cutting-edge technologies to enhance the user experience rather than mechanically replacing human labor.

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