Leveling Up: How Video Game Voice Actors Are Navigating The AI Revolution

By Aaron Spitler

September 22, 2025

Digital Disruptions

In July, voice actors with the Screen Actors Guild-American Federation of Television and Radio Artists (SAG-AFTRA) ended their months-long strike against major video game companies. Their objective was clear: the regulation of artificial intelligence (AI) in the sector. As this technology has grown in prominence, performers have expressed anxiety about how it may impact their careers. For instance, concerns about using AI to create “digital replicas” of their voices, without actors’ consent, pushed many to join the picket line. While the agreement reached between these parties addresses this issue, many safeguards designed to protect performers have yet to be tested. 

This incident highlights how AI is changing an overlooked corner of the entertainment industry, and opinions on the place of AI in voice acting vary. It can serve as a sounding board for performers on a project, all while providing them with another channel of revenue through the creation of digital replicas. Others fear that they will lose work to synthetic voices in the long run, shrinking communities of creatives in the process. Despite these differences in perspective, most performers agree that AI will remain a force to be reckoned with as the technology continues to evolve. 

Streamlining Studio Work

Voice actors are aware that AI tools can help, not hinder, the development of video games. The MIT Technology Review broke down their benefits, namely how solutions can help studios elevate the performances of creatives. Sonantic, a UK-based company that was acquired by Spotify in 2022, made a splash in the marketplace by offering developers highly-emotive voices which could be integrated into pre-alpha games. The grunts, yelps, and shouts generated by the company could be assigned to characters needing voiceover; this would then provide inspiration for actors brought in to read lines before a game’s release. When appropriately used, these “stopgap” voices could enhance the work of voiceover artists tasked with giving expressive performances. As a result, they can ensure the production of a video game is smoother and more productive for all involved. 

For voiceover artists themselves, the advantages of AI-powered solutions are also notable. Case in point, actors can share their voices to create digital soundalikes that can be used in a variety of projects. Last year, AP News shed light on why performers consent to having synthetic versions of their voices generated. Some found that this novel technology has opened doors that might have previously been unavailable to them, giving them the capacity to contribute to a greater number of games. Vocal cloning has also provided them with another reliable revenue stream. This additional income may be an essential lifeline for those working on a project-to-project basis. When appropriately used, this early example indicates how AI tools can help broaden the career prospects of voice actors.

Eliminating Professional Opportunities

Not everyone has found AI tools to be a boon. In fact, many performers see it as an obstacle to overcome along their career path. The Los Angeles Times noted that, in the past, actors found their voices reused in video games they had no part of due to advancements in AI. In these cases, audio was significantly modified by game developers on their own, often without voiceover artists’ knowledge or approval. Practices like these not only blindsided performers unaware of how this technology could be used; they also communicated to actors that they were now replaceable. While the deal reached between SAG-AFTRA and industry giants touches on this trend, concerns remain about how digital replicas may be used in the future, especially among companies who were not signatories to the agreement.

Creatively speaking, performers also fret that the adoption of AI may devalue their art form. Looking at the situation facing voiceover artists in Australia, The Conversation identified how many believe their community is likely to dwindle. Performers accustomed to riffing with others in the recording booth may not find that energizing spark with AI, a reality which may prompt creatives to reconsider their career plans. Veterans may try to rekindle their passion elsewhere, while newcomers would not find the camaraderie among professionals their predecessors enjoyed. Although this outcome is not set in stone, those presently in this sector question its resilience. Without action, the network of artists built over the course of years may contract, sending a stark warning to other performer communities found across the globe.

Moving Forward

At this juncture, voice actors may view an AI-powered tool more as a double-edged sword. On the one hand, these solutions can be a source of inspiration for performers brought onto a project, along with offering them income via digital replicas. On the other, creatives have seen how AI can be positioned as a substitute for humans in the studio, a fact that may push some professionals to eventually abandon their art entirely. Given the stakes, the sector must adopt a balanced approach to the use of AI. If not, voiceover artists stand to lose both their chosen vocation and creative outlet. 

Negotiators with SAG-AFTRA recognized this need. Their newly-reached agreement with key video game companies includes terms that emphasize fair compensation, informed consent, and actor autonomy. With these measures in place, the union and its members hope collaborations with game developers will be more fruitful and equitable. Even so, much remains to be seen. How these stipulations will be enforced in the months and years ahead is a question on performers’ minds. Moreover, innovations in AI may prompt a return to the drawing board. Yet in its current form, the ratified agreement may lead to positive change, encouraging responsible AI use without neglecting vocal performers’ interests.


Aaron Spitler is a researcher whose interests lie at the intersection of emerging technologies and human rights. He has worked at a number of organizations in the technology policy space, including the International Telecommunication Union, the Internet Society, and Harvard's Berkman Klein Center. He is passionate about ensuring technology can be used as a force for good.


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