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BAFTA-winning actor Jane Perry on the evolution of game performances and the threat of AI to voice actors
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BAFTA-winning actor Jane Perry on the evolution of game performances and the threat of AI to voice actors

by admin June 18, 2025


As a BAFTA winner for her role as Selene in Returnal, and the actor behind more than 80 other video game characters, Jane Perry is the perfect candidate to kick off Develop:Brighton 2025’s first ever Performance track.

Ahead of her keynote on Wednesday, July 9, ‘From Data to Drama’, GamesIndustry.biz talks to Perry about some of the subjects in her talk: how the art of performance has changed over the course of her career, how collaboration with game developers has deepened, and the inevitable question about generative AI that no one sensible enjoys asking, and no one sensible enjoys answering.

As a reminder, for those thinking of attending: GamesIndustry.biz readers can get an additional 10% off all passes at Develop by using the code EMFQZT. You can book your tickets here.

Can you tell us about your talk at Develop:Brighton?

As it’s the inaugural Performance Track for Develop: Brighton, a portion of my talk will be about why, after two decades of Develop: Brighton, we felt it was time to assign some time in the schedule to the art of acting in games.

I’ll also talk about the history of acting in games and why it has become an important part of game development. We’ll be looking into the past, as well as into the future, as we speculate on how new technologies might shape the role that actors have in the gaming landscape.

How has the process of embodying a character evolved over the course of your decade-plus in games?

For me, the embodiment of character rests more with the skills and craft associated with my approaches to acting, as opposed to the medium in which I am working. For example, if I had to play Selene from Returnal on stage, or in a film, I would find myself undergoing the same process of discovery for that character: what is important to her, what are her fears, what’s at stake.

I think what changes are the various ways in which an actor meets the technological demands of whatever medium they happen to be working in.

In games, this means finding ways to bring a character off the page when it’s just you in the voice studio, as well as finding how to work effectively in the performance capture volume, so the head mounted camera, the mocap suit and the scanty bit of scaffolding that’s actually meant to represent the bridge of a massive spaceship don’t distract from one’s ability to dive into the character and play the given circumstances of the scene.

What effect do you think motion capture has had on the process of telling stories in games? Do you think it’s increased the standards of the material more generally?

I think motion capture/performance capture has added massively to the telling of stories in games. When you consider that 55% of communication is transmitted via body language, then it can only add to the player’s experience as they observe the characters they come across in a game.

The ways in which we move our bodies, from a large gesture right down to a subtle squint of the eye tells a world of story and is often sub-conscious. Motion capture gives us access to those gestures and impulses and therefore insight into what might be occurring for the character on multiple levels.

For example, an actor might be emphatic in what they are saying, but the body might display doubt. This is intriguing for the player, and it has the capacity to draw them further into the story to discover the truth of the characters feelings, and how that plays into the arc of the story.

I just watched the announcement trailer for IO Interactive’s 007 First Light, and was really struck by the incredible skill base of the actors, which we are fully able to appreciate because of the excellent work of the technicians and artists who take that data and turn it into game development magic. It’s hugely impressive to me.

“I choose to have faith that we will find our way through this massive, unprecedented paradigm shift”

Jane Perry on AI

Can you talk about how you collaborate with game developers, and how you’re able to leave a mark on a particular character?

When you have the pleasure of playing a larger role in the game, one of the luxuries that comes along with that is the opportunity to really get to know a character well. You can start to take ownership as you integrate the role into your own domain, and a quality of creativity and knowing comes to the fore.

What is also gratifying is the shorthand that comes from working with people you are familiar with and trust. I really lean on my performance directors to let me know if what I’m offering is too much, or if perhaps I could be braver in my interpretations. The same goes for the game dev team. When they are part of the recording sessions, we can riff, try things and see what they think. Extraordinary moments come from that creative spark that collaboration engenders.

I always encourage actors to test the temperature on collaboration and offering ideas. If it seems there is a receptivity to that, then go for it. Your interpretation might be so special and unique; it could be that singular thing that brings that character off the page in a significant and memorable way.

To Hitman players, Perry is unforgettable as Diana Burnwood

What have you learned from other actors while working in games? And do you feel you’ve been able to pass on learnings to cast members you’ve worked with?

One of the things that pretty much every actor in games I’ve come across will say is that the 99% of the community of artists involved are super excellent people: generous, humble and passionate.

I think to some degree this is because many of us, especially my generation of actors who work in games, had to put considerable thought into how to apply our skill base to support the demands of this new medium. There was no training available for how to act in games, so making sense of this new frontier was a very bonding experience for those of us who’ve been at it for 15-20 years.

And of course, everything we’ve all learned – what we’ve found to be effective and what might get in the way – is something that many of us are happy to pass on to the present generation of actors working in games, as well as the developers who make those games. Acting in games is a very sought after job these days, and the competition has become a lot more pronounced than it ever used to be.

I will always want to instill and encourage a willingness to be flexible and available to the demands of the tech itself, the performance director and the needs of the narrative aspect of the game. There are many more moving parts in a game, as opposed to film and TV, and not all of them are performance friendly – so it’s always about facilitating great storytelling which is in service of superb gameplay.

Do you think the recent industry downturn in big projects has had negative implications for actors, too?

For sure it has an impact. The news is so crushing when you hear of a studio going down, for example the recent news about EA Games closing Cliffhanger Studios and along with it, the much anticipated Black Panther game. That’s a lot of jobs down the tubes for the people who worked at Cliffhanger and of course a whole cast of actors, performance directors and the crew members and sound engineers supporting their work in the volume and the studio.

The pipeline of building games is complicated, and the financial model is so front-end loaded. The promise of what a game could be is alluring and exciting but the path to getting there can sometimes be precarious for all involved.

Has being synonymous with roles like Selene in Returnal and Diana Burnwood in Hitman opened doors for you? Does being so familiar to players for a certain role ever create issues in the casting process?

I think playing an iconic role like Diana Burnwood has definitely opened doors for me. I have been approached a few times to work on a game, because the developers are fans of the Hitman franchise or admired what Housemarque accomplished with Returnal.

And yes, I do wonder about the impact of being associated with a particular role. I don’t feel there is evidence to support the idea it’s been damaging to my career opportunities. But then again, that’s intel I might not be party to.

I suppose the flip side is that fans might be interested to hear one of their favorite actors have a go at something different. Also, I think if you are a good actor, with a good attitude and work ethic, then no matter how iconic the roles are that you’ve play, developers are going to want to work with you.

Being synonymous with characters like Selene has opened doors for Perry

Where do you believe the future of performance in games is going?

I was just having a look at the Optimus robot having a little dance (this is Elon Musk’s Tesla bot) and it sent a little chill down my spine. Actors, like pretty much everyone these days, have AI constantly nipping at our heels. I don’t feel the tech is there yet, not in the sense that an AI-generated voice and/or the physicality of a bot in any way matches the specificity of the human.

But it’s something we are having to reckon with in a very serious manner, because it is coming.

If our worst fears come true, what can actors pivot towards when our work options are diluted? Will we become the technicians that bring the AI generated performance to life? Will a bot scuttle up to the stage at the Games Awards or the BAFTAs to accept an award for best performance?

I think most audiences prefer a real human performance; however, the creative drive of the tech elite is incredibly strong, especially when the name of the game is to replace humans with machines.

It must be amazing, fun, and totally gratifying to make a robot dance so well or an artificially generated voice sound almost human. But I fear the pleasure of crafting such extraordinary things makes those engaged in the process blind to the consequences. Generally, I champion creativity in all its forms. But this particular expression of creativity leaves me cold and also curious as to where we are all going to end up.

I don’t much like jumping on the doom bandwagon and I trust the future will reveal opportunities for people to find wholesome productivity. I think we all instinctively understand what’s at stake here: if we lose our sense of purpose, our drive, focus and spirit go offline.

I take comfort in the fact that most actors and creatives have risked a lot to become storytellers and the drive to adapt and innovate is powerful enough to overcome many obstacles throughout history. I choose to have faith that we will find our way through this massive, unprecedented paradigm shift.

How seriously do you think game developers and publishers are taking AI with respect to actors?

In light of what I said above, I hope they are taking it very seriously! Not just for actors, but for coders, composters, artists, writers, etc. Most of the developers I know and have worked with place a very strong value in keeping the humans in work.

This debate around AI is going to be with us for the foreseeable future – that’s one thing I am certain of.



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June 18, 2025 0 comments
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Voice actors "relieved to have the freedom to work again", says Jennifer Hale, as SAG-AFTRA strike ends
Game Updates

Voice actors “relieved to have the freedom to work again”, says Jennifer Hale, as SAG-AFTRA strike ends

by admin June 13, 2025


The newly agreed terms of the Interactive Media Agreement between SAG-AFTRA and the video game industry represent “an enormous effort on both sides and a real desire to move forward in a constructive way”, said voice actor Jennifer Hale.

Speaking to Eurogamer, Hale (known for her roles in Ratchet and Clank, Mass Effect, Metroid Prime and more) said she has “deep appreciation and respect for both sides of this equation”, and the voice acting community is “relieved to have the freedom to work again”.

Earlier this week, US actors’ union SAG-AFTRA reached a tentative agreement after almost a year on strike over the need to protect performers from AI abuse. The union then instructed its members to return to work, effectively ending the strike.

Yesterday, SAG-AFTRA approved the new agreement and provided details on its terms. The contract will now be submitted to the membership for ratification.

SAG-AFTRA national executive director and chief negotiator Duncan Crabtree-Ireland previously stated the “necessary AI guardrails” have been put in place. We now know this includes the requirement of informed consent across AI uses, as well as compensation gains including collectively-bargained minimums for the use of “Digital Replicas”, higher minimums for “Real Time Generation” (such as a chatbot), and “Secondary Performance Payments” when visual performances are re-used in another game.

Other parts of the agreement include increases in performer compensation and overtime rates, an increase in health and retirement contributions to the SAG-AFTRA Health Plan, as well as safety provisions such as the requirement for a qualified medical professional to be present at rehearsals and performances during planned hazardous actions, and the provision of appropriate rest periods.

The full terms of the agreement will be released on 18th June once the agreement is ratified.

“I’m really happy with the gains that were made in this tentative agreement,” Hale told Eurogamer following this week’s news. “I think it represents an enormous effort on both sides and a real desire to move forward in a constructive way that takes care of both performers and the people who put the work together.

“I think the producers have also been wonderfully open about what they’ve offered as well, which I deeply appreciate. That’s one thing that’s become really clear to me through this entire process, is how much the people on the other side are our work partners, and how much we are one single community. And I hope going forward, we really dig into that.”

She added: “I am grateful that we have the ability to collectively bargain, because I do think without that, we actors would be stuck in a far more exploitative environment, which would suck.”

Hale is well-loved for her performance as the female Commander Shepard in the Mass Effect trilogy | Image credit: Bioware

Of course, AI tools and technology are evolving at a rapid rate, but Hale warned that with future-proofing “we can inadvertently back ourselves into corners that aren’t the most productive”. She added: “I think it’s important to move forward mindfully and proactively without cutting ourselves off at the knees. We got consent, control, and compensation. I think those elements are strongly in place and I think that’s really important.”

“I think everybody’s relieved,” Hale continued, discussing the reaction to the agreement from the wider acting community. “I am deeply connected to a very wide group of actors who consistently worked this contract and were very relieved to have the freedom to work again. That is extraordinary. I personally am deeply relieved that this piece of the process is done.

“I feel deeply for the rest of the community as well: for the recording studios and the casting directors and the voice directors and the agencies and everybody who was so profoundly impacted by the economic ramifications of this [strike], and the repair is going to take a long time.”

The SAG-AFTRA National Board met today to review the tentative Interactive Media Agreement and has voted to approve the contract. Members will receive referendum materials and have the opportunity to vote on whether to ratify the contract. Read more: www.sagaftra.org/sag-aftra-na…

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— SAG-AFTRA (@sagaftra.org) 13 June 2025 at 00:24
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Indeed, while the strike has now ended, it’s not as simple as just going back to work. Hale noted there are “tremendous opportunities for repair” and the industry must move forward from here.

“This has been a very long strike, and I’m really grateful for the opportunity that we get to come back and go to work again,” she said. “There have been several projects that have moved away from the SAG US market out of necessity, because timetables are timetables, and I truly hope that those creators will feel welcome in the US market again, because they very much are. We as a whole are enthusiastic to work with them again and deeply appreciative of the partnership that we have with them.”

As one example, a Genshin Impact voice actor was recast earlier this year due to the ongoing strike.

Hale described her fellow actors as “incredibly eager to work with our production partners again” and “thrilled to be free of what we’ve been going through”. She added: “It’s been wonderful to receive the support of the wider world, very much so, and I don’t take that lightly.”

When asked what she hopes both sides have learned from the process, Hale said: “That we are one community regardless of our experience level. We are all day players at the end of this, whether you’ve been doing this for 30-40 years, or you just started 30-40 days. Anytime we get hired under these contracts, for the most part, we are day players, and we are unemployed as soon as we’re done.

“We all live in the same boat. Some of us have had more time in the boat. Some of our boats have gotten built bigger because we’ve been in the water longer. But time is the only difference there. Time and grit. We are one and to that end, we are one community. We are one community making these projects together. We actors are simply part of the whole of production, and we’re really grateful to be part of that whole.”

The strike from the US union has had ramifications elsewhere, not least as producers have sought talent from other countries instead. Earlier this week, UK actor’s union Equity praised the “tenacity and persistence” of SAG-AFTRA members in reaching this new agreement, after its members stood “in solidarity” with the strike.

Back in February, the entire French cast of Apex Legends refused to sign an agreement that would allow their voices to train generative AI, risking their jobs in the process.

Eurogamer previously spoke to Hale about the SAG-AFTRA strikes, where she described AI as “an existential issue for all of us”.



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June 13, 2025 0 comments
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The SAG-AFTRA video game voice actors’ strike has come to an end
Game Updates

The SAG-AFTRA video game voice actors’ strike has come to an end

by admin June 12, 2025


The SAG-AFTRA video game voice actors strike is officially over. The guild and the game companies represented by the Interactive Media Agreement (IMA) Negotiating Committee reached an agreement on June 9, after nearly a year of striking. The agreement was then approved and the strike suspended as of June 11 at 12 p.m. PDT.

The news follows a previous announcement that a tentative deal had been reached between the two parties earlier this week. The updated agreement has not yet been ratified, however.

“The SAG-AFTRA National Board will meet in special session tomorrow, June 12, 2025, to consider the tentative agreement,” reads a brief SAG-AFTRA statement announcing the end of the strike. “If approved, it will be sent out for ratification by the union’s membership in accordance with established policy. Details of the agreement will be released at that time.”

“We are pleased to have reached a tentative contract agreement that reflects the important contributions of SAG-AFTRA-represented performers in video games,” an IMA Negotiating Committee spokesperson said in an emailed statement to Polygon. “This agreement builds on three decades of successful partnership between the interactive entertainment industry and the union. It delivers historic wage increases of over 24% for performers, enhanced health and safety protections, and industry-leading AI provisions requiring transparency, consent and compensation for the use of digital replicas in games. We look forward to continuing to work with performers to create new and engaging entertainment experiences for billions of players throughout the world.”

The game studios and publishers represented by the IMA Negotiating Committee include Activision Productions Inc., Blindlight LLC, Disney Character Voices Inc., Electronic Arts Productions Inc., Epic Games Inc., Formosa Interactive LLC, Insomniac Games Inc., Take 2 Productions Inc., and WB Games Inc.



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June 12, 2025 0 comments
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Striking Game Actors Reach Deal To End 11-Month Battle Over AI
Game Updates

Striking Game Actors Reach Deal To End 11-Month Battle Over AI

by admin June 11, 2025


A nearly year-long battle between SAG-AFTRA game actors and the major publishers over AI protections for performances is set to end, after both sides reached a tentative agreement this week. Details of the deal haven’t yet been released, but the union says it includes “necessary AI guardrails” as companies adopt tools to copy, replicate, and alter the work of actors.

Why This Under-the-Radar AAA Title Is More Than Just A Far Cry Clone

The 10 companies involved in the agreement are Activision Productions Inc., Blindlight LLC, Disney Character Voices Inc., Electronic Arts Productions Inc., Epic Games Inc., Formosa Interactive LLC, Insomniac Games Inc., Take 2 Productions Inc., and WB Games Inc. SAG-AFTRA says more about the deal will be shared after members vote to ratify it in the coming weeks. The two sides are still hashing out the terms of the strike suspension agreement, however, so actors will remain on strike for a little longer.

“Everyone at SAG-AFTRA is immensely grateful for the sacrifices made by video game performers and the dedication of the Interactive Media Agreement Negotiating Committee throughout these many months of the video game strike,” SAG-AFTRA chief negotiator Duncan Crabtree-Ireland said in a press release. “Patience and persistence has resulted in a deal that puts in place the necessary A.I. guardrails that defend performers’ livelihoods in the A.I. age, alongside other important gains.”

The strike began last July, and while it involved demands for pay raises and better onsite working conditions, the biggest sticking point throughout negotiations was the role AI might play in voice recording and performance capture. While actors are currently paid on a session by session basis for specific performances, AI models would make it easy for companies to take that data and replicate an actor’s voice or movements, either altering their creative output or replacing it altogether.

Back in March, Ashly Burch who plays Aloy in Horizon Zero Dawn shared her concerns about AI replacing actors after an internal tech demo at Sony showed an AI-controlled Aloy having a conversation with a player. SAG-AFTRA recently filed an unfair labor practice against Epic Games for using an AI-voiced Darth Vader in Fortnite while still in negotiations. Meanwhile, Epic CEO Tim Sweeney has said he foresees a possible future in which all NPCs are AI-controlled.

As the strike continued throughout last fall and into 2025, actors in some games saw themselves replaced by other artists in projects like Call of Duty: Black Ops 6 and Zenless Zone Zero, as game companies sought to continue releasing updates. Games like Destiny 2, meanwhile, simply left some characters completely silent who would have otherwise voiced dialogue. Some SAG-AFTRA actors voiced their frustration with the duration of the strike in recent weeks.

“I hope SAG-AFTRA is aware that, either intentionally or through negligence, an environment has been created around IMA negotiations whereby it is impossible to express a good-faith disagreement without being dismissed as anti-union, a management shill, or both,” voice actor William Salyers, who voiced Otto Octavius in Spider-Man 2, wrote on Threads last week. “The damage being done by this will persist long after the strike is settled.” Jennifer Hale, best known as Commander Shepard in Mass Effect, added, “Vilifying those differences only divides the community.”

Update 6/11/2025 4:54 p.m. ET: The strike officially ended at 3:00 p.m. ET on June 11 as the national SAG-AFTRA board meets to review the tentative agreement and present to members for ratification.

“We are pleased to have reached a tentative contract agreement that reflects the important contributions of SAG-AFTRA-represented performers in video games,” a spokesperson for the video game producers party to the Interactive Media Agreement wrote in a statement. “This agreement builds on three decades of successful partnership between the interactive entertainment industry and the union. It delivers historic wage increases of over 24% for performers, enhanced health and safety protections, and industry-leading AI provisions requiring transparency, consent and compensation for the use of digital replicas in games. We look forward to continuing to work with performers to create new and engaging entertainment experiences for billions of players throughout the world.”

.



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June 11, 2025 0 comments
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US actors union suspends year-long video game strike following "tentative agreement" over AI
Game Reviews

US actors union suspends year-long video game strike following “tentative agreement” over AI

by admin June 11, 2025



Days after announcing a “tentative agreement” had been reached with key video game companies, US actors union SAG-AFTRA has called off its nearly year-long strike, instructing members to return work on productions that fall under its Interactive Media Agreement.


The Screen Actors Guild-American Federation of Television and Radio Artists, which represents around 160,000 members, announced a strike affecting all work under its Interactive Media Agreement – which includes video game voice acting and other roles – last July. The move came after the union failed to reach an agreement with major video game companies as it renegotiated the terms of the contract, despite more than 18 months of discussions.


While SAG-AFTRA had successfully managed to negotiate on a variety of critical issues – including wages in-line with inflation, and job safety – sufficient protections against the exploitative use of AI remained a key sticking point. Back in March, eight months after the strike began, SAG-AFTRA said proposals from video game companies were still filled with “alarming loopholes that will leave our members vulnerable to AI abuse”.


Earlier this week, however, SAG-AFTRA announced it had finally reached a “tentative agreement” with companies including Activision, Electronic Arts, Epic Games, Insomniac Games, and Warner Bros. that included the “necessary AI guardrails” it had been pushing for. And now, following that news, SAG-AFTRA national executive director & chief negotiator Duncan Crabtree-Ireland has officially suspended the strike against the companies signatory to the Interactive Media Agreement, as of noon PT today.


“All SAG-AFTRA members are instructed to return to work on productions under the IMA,” the union wrote in its announcement, “including work promoting or publicising projects produced under the IMA. The SAG-AFTRA National Board will meet in special session tomorrow, 12th June, 2025, to consider the tentative agreement. If approved, it will be sent out for ratification by the union’s membership in accordance with established policy.”


Yesterday, UK actors’ union Equity applauded the “tenacity and persistence” of SAG-AFTRA members after news of the tentative agreement broke. Equity protested outside the BAFTA Games Awards in April, calling on the games industry to improve conditions for performers, including better pay and terms and conditions for their work, as well as AI protections.



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June 11, 2025 0 comments
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Video Game Actors' Strike Might End Soon After SAG-AFTRA Reaches Tentative Agreement Over AI And More
Game Updates

Video Game Actors’ Strike Might End Soon After SAG-AFTRA Reaches Tentative Agreement Over AI And More

by admin June 11, 2025


The video game actors’ strike that began last July over AI concerns and more may end soon. SAG-AFTRA has announced it has reached a tentative agreement with signatory game companies, including Activision Productions Inc., Blindlight LLC, Disney Character Voices Inc., Electronic Arts Productions Inc., Epic Games Inc., Formosa Interactive LLC, Insomniac Games Inc., Take 2 Productions Inc., and WB Games Inc. 

The agreement is subject to review and approval by the National Board and ratification by members in the coming weeks, and it is expected that the terms of a strike suspension agreement will be finalized with employers soon, according to SAG-AFTRA. When that agreement is finalized, the strike that began July 16 last year will end. However, until that agreement is finalized, the strike will continue. 

“Everyone at SAG-AFTRA is immensely grateful for the sacrifices made by video game performers and the dedication of the Interactive Media Agreement Negotiating Committee throughout these many months of the video game strike,” SAG-AFTRA national executive director and chief negotiator Duncan Crabtree-Ireland writes in a press release. “Patience and persistence have resulted in a deal that puts in place the necessary AI guardrails that defend performers’ livelihoods in the AI age, alongside other important gains.” 

In the same press release, SAG-AFTRA president Fran Drescher wrote, “Our video game performers stood strong against the biggest employers in one of the world’s most lucrative industries. Their incredible courage and persistence, combined with the tireless work of our negotiating committee, has at last secured a deal. The needle has been moved forward and we are much better off than before. As soon as this is ratified, we roll up our sleeves and begin to plan the next negotiation. Every contract is a work in progress and progress is the name of the game.” 

The aforementioned strike began last July after SAG-AFTRA members approved a strike authorization in September of 2023 with a 98.32% yes vote. Though SAG-AFTRA executives sound happy about the agreement, we won’t know how it specifically addresses AI and other concerns that led to the strike until the ratification materials are officially released in the coming weeks. 



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June 11, 2025 0 comments
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Screen Actors Guild Files Charges Against Epic Games Subsidiary Over AI Darth Vader

by admin May 20, 2025



In brief

  • The U.S. Screen Actors Guild has urged the U.S. National Labor Relations Board to act after Epic replaced Fortnite voice actors with AI without bargaining.
  • The charge come days after an AI Darth Vader was at the center of controversy over racial slurs and profanity in Fortnite.
  • The complaint highlights the guild’s ongoing battle over AI in the entertainment industry.

The Screen Actors Guild–American Federation of Television and Radio Artists, or SAG-AFTRA, filed a labor complaint against Llama Productions, a subsidiary of Epic Games, on Monday.

The complaint accuses the company of replacing voice actors with artificial intelligence without union consent.

The move follows public backlash last week over an AI-generated Darth Vader character in the popular video game Fortnite that used racial slurs and offensive language.

SAG-AFTRA alleges Llama Productions used AI to create the Darth Vader character in Fortnite’s crossover event, “Galactic Battles.” They did so without notifying or negotiating with the union, violating labor agreements, the complaint alleges.

“We became aware when the press release hit the wires,” a SAG-AFTRA spokesperson told Decrypt.

A labor relations board charge, also known as an unfair labor practice charge, is a complaint that claims an employer or union has violated labor relations law. SAG-AFTRA maintains that its involvement is essential in any decision to replace human work with AI.

“This charge concerns the union’s critical role in negotiating terms concerning the replacement of bargaining unit work with AI technology,” the spokesperson said. “We are very supportive of AI tools to enhance the audience experience, but employers cannot implement these types of uses without coming to the union first and bargaining terms.”

According to the SAG-AFTRA spokesperson, the union did not approach Epic Games before filing the charges, and the Fortnite developer has not yet responded. Epic Games did not immediately respond to Decrypt’s request for comment.

The union is asking the NLRB to issue a formal complaint, citing Llama Productions’ alleged failure to bargain in good faith.

“Within the past six months, the Employer, by its agents and representatives, failed and refused to bargain in good faith with the union by making unilateral changes to terms and conditions of employment, without providing notice to the union or the opportunity to bargain, by utilizing AI-generated voices to replace bargaining unit work on the interactive program Fortnite,” the attorneys for SAG-AFTRA wrote.

If a violation is found, Llama Productions could be required to reinstate affected employees and provide back pay. The board may also order the company to post notices informing workers of their rights and the case outcome. The agency does not impose fines or punitive penalties.

The complaint comes amid broader action by SAG-AFTRA voice actors, who have been on strike since July 2024. AI use in game development is emerging as a key point of contention.

It is unclear how the SAG-AFTRA complaint will affect productions that use the licensed voices of actors who have already passed away.

Before he died in 2024, iconic actor James Earl Jones, who voiced Darth Vader, licensed his voice to Lucasfilm. The agreement allows the creator of Star Wars to use Jones’ voice in future projects.

Other actors whose estates have licensed their voices to AI developers include Judy Garland, Jimmy Stewart, James Dean, and Grateful Dead frontman Jerry Garcia.

While the guild said it celebrates the rights of its members and their estates to control the use of their “digital replicas,” it added that rights to bargaining terms must be “protected,” including those who previously worked on “matching Darth Vader’s iconic rhythm and tone in video games.”

Edited by Sebastian Sinclair

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May 20, 2025 0 comments
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