"We are seeing a certain degree of effectiveness from the use of generative AI" - Capcom clarifies its stance on using the controversial tech

“We are seeing a certain degree of effectiveness from the use of generative AI” – Capcom clarifies its stance on using the controversial tech

Capcom has said why it is using generative AI in its business, stating its policy is “to improve the efficiency of routine operations so that our developers can devote more time to essential value creation”.

The use of AI is becoming more and more prevalent in game development. There are some studios which have fully embraced the tech, others have merely dabbled, while some have shunned it altogether.

Resident Evil Requiem – Official Launch Trailer. Watch on YouTube

Capom, known for the likes of Resident Evil and now Pragmata, seems to currently fall into the ‘dabbling’ camp. “We believe that what games must deliver most is an experience that exceeds users’ expectations, and that the creativity at the core of such experiences should be handled by humans,” Capcom explained in a recent investor Q&A, adding that it currently uses generative AI to “improve the efficiency of routine operations” for its developers.

When further asked how generative AI has improved the efficiency of the development process, and specifically what it is being used for, Capcom replied: “We are seeing a certain degree of effectiveness from the use of generative AI for improving operational efficiency. At present, we are actively incorporating it into each stage of the development process and are making concrete advancements to fully implement it for some parts of development.”

Capcom noted the game development princess is “multifaceted and complex”, so it therefore expects “it will take some time before we can quantitatively demonstrate the results of this improved development efficiency”.

AI continues to be a hotly debated topic within the industry. In 2024, a report by Unity claimed 62 percent of studios using its tools used AI at some point during game development. In this report, Unity noted animation was the top use case. A GDC survey from that same year, meanwhile, reported that around a third of industry workers reported using AI tools already. In 2025, that number is likely to be higher, and a recent Tokyo Games Show survey reported over half of Japanese game companies are using AI in development.

In fact, its use is becoming so common in game development that Epic Games boss Tim Sweeney said it made “no sense” for studios to disclose AI use any more, and we may as well ask them what kind of shampoo they use. Meanwhile, the likes of Konrad Tomaszkiewicz, the game director of The Witcher 3 and co-director of Cyberpunk 2077, believes games made with AI will have no soul, but also that there can be good uses of AI during development. Aloy actress Ashly Burch similarly appreciates AI may have its uses, but it should never replace human creativity.


Grace from Resident Evil Requiem leaning over towards the camera. She is in a kitchen with pans hanging behind her and is wearing a white T shirt and leather jacket
Image credit: Capcom

As for Capcom, it has already had an incredibly successful year, with both Pragmata and Resident Evil Requiem becoming resounding hits for the studio. After years of waiting and a fair smattering of delays, Pragmata finally released in February. Thankfully, it was worth the wait. The game was critically acclaimed on its debut, and went on to sell 1m copies in just two days. That number soon rose to 2m.

Resident Evil Requiem also released in February, and quickly became the fastest-selling entry in the Resi series’s more than 30 year history. In April, a little less than two months after its initial release, Capcom celebrated Requiem passing 7m sales.

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