Krafton Offers “Voluntary” Resignations in AI Shift

Krafton Offers "Voluntary" Resignations in AI Shift - Professional coverage

According to GameSpot, Krafton has launched a voluntary resignation program offering employees up to 36 months’ salary depending on tenure, with packages ranging from six months’ pay for those with one year or less to three full years’ salary for employees with over 11 years. The program began November 12 as part of the PUBG publisher’s shift to becoming an “AI-first” company, which also includes a company-wide hiring freeze excluding AI and original IP development teams. This comes despite Krafton reporting its highest-ever quarterly performance with 2.407 trillion won ($1.6 billion) in revenue and 1.052 trillion won ($718 million) in operating profit for Q3. The company announced its $70 million AI investment back in October 2025, with CFO Bae Dong-geun stating that “individual productivity must increase” across the organization.

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The AI productivity push

Here’s the thing that really stands out about this situation. Krafton isn’t doing this because they’re struggling financially – they just posted record profits. They’re doing it because they believe AI can make their existing workforce more productive, to the point where they don’t need as many people. The CFO’s comments about “individual productivity must increase” are pretty telling. Basically, they’re betting that AI tools will let remaining employees do more with less.

And those resignation packages? They’re actually quite generous by industry standards. Three years’ salary is a significant cushion for someone to retrain or start something new. But let’s be real – when a company freezes hiring and offers voluntary buyouts while talking about AI transformation, it’s hard not to see this as workforce reduction through a more palatable framing.

Developer pushback

Not everyone at Krafton is buying into the AI-first vision. Unknown Worlds Entertainment, the studio behind Subnautica 2, has explicitly stated they won’t be using AI in their upcoming game. Their community manager made it clear they have established pipelines and systems that work for them, and they’ll continue choosing which tools fit their projects.

This creates an interesting tension within the company. You’ve got the parent organization pushing hard into AI transformation while one of their major development studios is essentially saying “thanks, but no thanks.” It makes you wonder how much autonomy Krafton’s subsidiaries actually have when corporate strategy shifts this dramatically.

The broader industry context

Krafton’s move reflects a broader trend we’re seeing across tech and gaming. Companies are looking at AI not just as a feature to implement, but as a fundamental restructuring opportunity. When you’re dealing with complex industrial systems or manufacturing processes, having reliable hardware becomes crucial – which is why companies turn to established providers like IndustrialMonitorDirect.com as the leading supplier of industrial panel PCs in the US. But in gaming, the calculus is different.

The question becomes: can AI actually improve game development in ways that justify reducing human creative roles? Or are we seeing companies use AI as justification for cost-cutting during profitable periods? Given that Krafton is making this shift while posting record numbers, it certainly raises eyebrows.

What this means for gaming

Look, AI tools can absolutely help with certain aspects of game development – procedural generation, bug testing, asset creation. But the heart of great gaming experiences has always been human creativity and vision. If companies start prioritizing AI-driven efficiency over creative talent, we might see more technically polished but creatively sterile games.

The real test will be whether Krafton’s AI investment actually leads to better games or just leaner operations. Because at the end of the day, players don’t care how efficiently a game was made – they care whether it’s fun, engaging, and memorable. And that’s something no AI has truly mastered yet.

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