The president and CEO of Level-5, Akihiro Hino, has issued a formal apology and detailed explanation following a wave of public criticism regarding the use of generative artificial intelligence in the studio’s latest digital showcase. The event, titled "LEVEL-5 VISION 2024: To the Next World," was intended to be a triumphant return for the Fukuoka-based developer, highlighting highly anticipated titles such as Professor Layton and the New World of Steam and the ambitious new IP Decapolice. However, the presentation’s reception was quickly overshadowed by observant fans who identified visual inconsistencies and artifacts characteristic of AI-generated imagery within the broadcast’s promotional segments and background art.
In a series of statements released via social media, Hino admitted that generative AI was integrated into the presentation footage. While he framed the usage as an "experiment" aimed at making the showcase "more spectacular," the admission has ignited a broader conversation regarding the ethics of AI in the Japanese gaming industry and the potential impact on artistic integrity. Hino’s apology marks a rare instance of a high-profile industry executive directly addressing community backlash over AI, a technology that has become increasingly divisive among players and creative professionals alike.
The Genesis of the Controversy
The controversy began almost immediately after the conclusion of the LEVEL-5 VISION digital event. Social media platforms, particularly X (formerly Twitter), became hubs for side-by-side comparisons of artwork displayed during the stream. Fans pointed to specific frames in the presentation that exhibited classic hallmarks of generative AI: asymmetrical character details, blurred background elements that lacked logical structure, and inconsistent line work in secondary assets.
One specific instance that gained significant traction involved promotional art for a new project within the Yo-kai Watch universe, tentatively referred to as "Holy Horror Mansion." Users noted that certain background characters and environmental details appeared to have been "upscaled" or "filled in" using AI tools, resulting in visual "hallucinations"—errors where the AI misinterprets the geometry or anatomy of an object. This led to immediate accusations that Level-5, a studio historically celebrated for its high-quality hand-drawn aesthetics and whimsical art direction, was cutting corners at the expense of its human staff.
The reaction from the fanbase was one of disappointment and concern. Level-5 has long been viewed as a bastion of traditional Japanese RPG "charm," a reputation built on the success of franchises like Ni no Kuni and Inazuma Eleven. The perceived shift toward automated content generation was seen by many as a betrayal of the studio’s core identity.
Official Response and Clarification from Akihiro Hino
Responding to the mounting pressure, Akihiro Hino took to social media to provide context for the studio’s decision-making process. He confirmed that AI processing was used to enhance the visual flair of the presentation, though he maintained that the technology was not used to replace the fundamental creative work of the studio’s artists.
"It was entirely due to the desire to make the presentation more spectacular that we incorporated processing that also served as an experiment using the latest AI," Hino stated. He acknowledged that the implementation had caused "uncomfortableness" among the audience and expressed deep regret for the oversight. He further clarified that the AI usage was confined to the presentation materials and was not indicative of a shift toward AI-generated assets in the final retail versions of the games.
Hino was careful to distinguish between "generative output" and "digitization efficiency." He insisted that the "charm and individuality" of Level-5’s titles—specifically scenarios, character designs, and world-building settings—remain the exclusive domain of human creators. According to the CEO, the studio’s interest in AI lies in technical optimization, such as converting 2D concept art into 3D polygons or streamlining the more mechanical aspects of the digital pipeline.
A Strategic Shift: The Two-Year Development Goal
The use of AI at Level-5 is not merely a cosmetic choice but part of a larger, more aggressive corporate strategy. Hino revealed that the studio is currently engaged in a period of "trial and error" as it attempts to drastically reduce its development cycles. Historically, major Level-5 projects have taken approximately five years to move from concept to launch. Hino has set a goal to compress this timeline to just two years.
This push for efficiency comes at a critical juncture for the company. Level-5 has faced numerous hurdles in recent years, including the repeated delay of Inazuma Eleven: Victory Road and the postponement of Fantasy Life: The Girl Who Steals Time. Decapolice, another major title, was recently pushed back to 2026 to allow for further refinement. These delays have strained the studio’s release schedule and tested the patience of its investors and fans.

By leveraging AI tools, Level-5 hopes to bypass some of the logistical bottlenecks that plague modern game development. The industry at large is currently grappling with "ballooning" budgets and decade-long development periods, which many executives believe are unsustainable. Hino’s admission suggests that Level-5 views AI as a potential solution to these systemic issues, even if the current implementation has proven to be a public relations liability.
Supporting Data and Industry Context
Level-5 is far from the only major player in the interactive entertainment sector to embrace artificial intelligence. The trend is particularly pronounced among Japanese developers, who are facing a shrinking domestic labor pool and intense competition from Western and Chinese studios.
According to a report from the Computer Entertainment Supplier’s Association (CESA) released during the Tokyo Game Show, over half of Japanese game companies surveyed admitted to using some form of AI in their development process. The motivations vary from procedural generation of landscapes to the use of Large Language Models (LLMs) for debugging and localization.
Other notable examples of AI adoption in the industry include:
- Square Enix: CEO Takashi Kiryu stated in a 2024 New Year’s letter that the company intends to be "aggressive in applying generative AI" to its content creation. The company later revealed plans to have AI handle up to 70% of its Quality Assurance (QA) and debugging tasks by 2027.
- Electronic Arts (EA): CEO Andrew Wilson has described AI as being at the "very core" of the company’s business, claiming that the technology could make development 30% more efficient.
- Ubisoft: The French publisher has introduced "Ghostwriter," an AI tool designed to help narrative designers generate first drafts for "barks"—the short snippets of dialogue spoken by NPCs during gameplay.
- Krafton: The publisher of PUBG has declared itself an "AI-first" company, utilizing the technology for everything from voice synthesis to game design problem-solving.
While these companies often frame AI as a tool for "augmentation" rather than "replacement," the labor movement within the industry remains skeptical. The ongoing dialogue surrounding AI usage is a central pillar of negotiations for unions like SAG-AFTRA, which recently authorized strikes against major gaming companies over concerns that AI could be used to replicate the voices and movements of performers without fair compensation.
Analysis of Implications for Level-5
The backlash against Level-5 highlights a significant hurdle for established studios: the "Uncanny Valley" of consumer trust. For a studio whose brand is built on the "human touch," any move toward automation is scrutinized more heavily than it might be for a studio focused on photorealistic military shooters or sports simulations.
From a technical perspective, the "experiment" Hino referred to may have been an attempt to use AI-driven upscaling or frame interpolation to give the presentation a high-definition sheen. However, generative AI’s tendency to create "hallucinations"—such as characters with six fingers or architectural details that melt into the background—can be jarring to viewers who are accustomed to the meticulous craftsmanship of Level-5’s previous work.
Furthermore, the "two-year development goal" carries its own set of risks. While faster release cycles could lead to more consistent revenue, they also risk the "Ubisoft-ification" of the studio’s output—a situation where games feel formulaic or lack the polish that made the original Professor Layton or Ni no Kuni titles stand out. The challenge for Hino and his team will be to prove that AI can indeed handle the "mechanical" tasks without eroding the creative soul of their games.
Chronology of Events
- September 2024: Level-5 broadcasts "LEVEL-5 VISION 2024: To the Next World." The presentation features updates on Professor Layton, Decapolice, and a new Yo-kai Watch project.
- Immediately Post-Broadcast: Fans and digital artists on social media begin sharing screenshots of the presentation, highlighting what they believe to be generative AI artifacts in the background art and promotional stills.
- September 10-11, 2024: The topic trends on gaming forums and news sites. Critics argue that a studio of Level-5’s stature should not be using undisclosed AI in its marketing.
- September 12, 2024: Akihiro Hino issues a formal response on X. He apologizes for the "uncomfortableness" caused by the AI usage, explains the "experiment" behind the footage, and reiterates the company’s commitment to human-led creative design.
- October 2024 (Projected): Level-5 is expected to provide further updates on its 2025 release slate, with increased scrutiny likely to follow any new visual assets released by the studio.
Looking Forward
As Level-5 moves toward its next major presentation, the studio finds itself at a crossroads. The apology from Akihiro Hino may have quelled some of the immediate anger, but it has also placed the company under a microscope. Future trailers and gameplay reveals will undoubtedly be analyzed by the community for any signs of automated generation.
The success of Level-5’s "two-year cycle" experiment will likely serve as a case study for the rest of the Japanese development community. If Level-5 can successfully integrate AI to speed up production while maintaining the artistic high ground, it may provide a roadmap for other mid-sized studios struggling with the rising costs of game production. Conversely, if the quality of their upcoming releases suffers, it could serve as a cautionary tale about the limits of technology in the creative arts.
For now, Hino has assured fans that "no simplistic AI-generated output data is included in the games that are released." The true test of this promise will come when Professor Layton and the New World of Steam and Decapolice finally reach the hands of players, who will be looking for the "charm and individuality" that only human hands have provided in the past.








