Krafton Confirms Project Windless Is Not Using Generative AI for Content or Narrative
February 14, 2026Krafton has confirmed that Project Windless, its upcoming open-world PlayStation 5 RPG based on The Bird That Drinks Tears novels, does not use generative AI for content creation or narrative elements. The development team in Montreal is committed to a traditional, craftsmanship-driven approach, prioritising creative independence and iteration with only limited, internal AI use for efficiency.
As speculation around artificial intelligence intensifies in the gaming industry, Krafton made a clear statement about Project Windless following questions raised after its trailer debuted during the PlayStation State of Play event on 13 February 2026. Concerns centred on whether generative AI played a role in crafting the game’s narrative, world, or art assets. In response, a Krafton spokesperson told Eurogamer, “We are not using generative AI for content creation or narrative elements.” This direct clarification addresses widespread debate within the gaming community regarding the application of AI in single-player RPG development, especially for ambitious projects on next-generation hardware like the PlayStation 5.
Project Windless: AI Use and Creative Process


Project Windless, developed by Krafton’s Montreal studio, is an open-world adaptation of the acclaimed South Korean high fantasy novel series, The Bird That Drinks Tears. In recent months, players and industry observers have scrutinised the use of generative AI across the games sector. In Project Windless’ case, Krafton provided specifics about their workflow. “Krafton’s studios operate with a high degree of creative independence, enabling each team to select the tools and methods that best suit their projects,” a Krafton representative stated. This autonomy shaped the Montreal team’s approach, where the priority remains on individual craftsmanship over automation.
While the team has used AI during exploratory phases to support iteration and internal efficiency, Krafton emphasised that this is not a central, player-facing feature of Project Windless. The actual gameplay experience relies on so-called traditional game AI systems that power non-playable character (NPC) behaviours, environmental interactions, and world-building beyond combat scenarios. According to Krafton’s statement: “The team primarily uses AI internally during exploratory phases to support iteration and efficiency rather than as a central, player-facing feature of the game.”
- Project Name: Project Windless
- Developer: Krafton Montreal Studio
- Platform: PlayStation 5
- Source Material: The Bird That Drinks Tears (South Korean novel series)
- AI Systems: Traditional game AI for NPC and world simulation; no generative AI for content or narrative
- AI Role: “Used internally during exploratory phases to support iteration and efficiency”
- Player-Facing Features: None involving generative AI
The Industry Context: AI Use and Studio Transparency
Generative AI has become a major point of contention in game development, with audiences and professionals alike questioning both creative authenticity and ethical concerns. Most recently, Larian Studios, creators of Divinity and Baldur’s Gate, faced backlash after founder Swen Vincke revealed the use of generative AI for concept art. Following public reaction, Vincke clarified in January 2026 that Larian would “refrain from using gen-AI tools during concept art development” on their next project, stating, “That way there can be no discussion about the origin of the art.”
Krafton’s open messaging sets a clear distinction between internal tooling and the creative outputs presented to players. “Project Windless uses traditional game AI systems to drive NPC behaviour and bring the world and its characters to life beyond combat. These systems govern how characters react, move, and behave in the environment,” Krafton reported, directly rejecting the application of content-generating AI in its story or world design. This approach aligns with increasing demands from players for transparency and human-driven artistry in narrative games.
Krafton’s official position on Project Windless: “We are not using generative AI for content creation or narrative elements. The Montreal team is taking a traditional, craftsmanship-driven approach to single-player development.”
For ongoing updates on Project Windless and industry-wide AI policy, readers are encouraged to review official announcements following each PlayStation State of Play and monitor statements from leading studios regarding their AI practices.



