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Sony says AI is a 'powerful tool' for PlayStation games as PS5 sales fall 46%

Naughty Dog and Santa Monica Studio are using Sony's Mockingbird animation tool, which finishes work in a fraction of a second that once took hours.

Jaeden Schafer
Editor in Chief · · 4 min read
Sony says AI is a 'powerful tool' for PlayStation games as PS5 sales fall 46%

Sony used its Friday earnings presentation to lay out how PlayStation studios are deploying AI inside game development, calling it a "powerful tool" while disclosing that PS5 sales fell 46% year over year after recent price hikes. The company pointed to a proprietary animation tool called Mockingbird that finishes facial animation work in a fraction of a second — work that previously took hours.

Naughty Dog, the studio behind The Last of Us, and Santa Monica Studio, the developer of God of War, are among the internal teams already using Mockingbird. Output from the tool has shipped in Horizon Zero Dawn Remastered, making it one of the more concrete examples of generative AI reaching a major console release.

Sony framed the workflow narrowly. "We are not replacing human performers, but rather optimizing how we process the data from these live captures," the company said, describing Mockingbird as a faster pipeline for performance-capture data rather than a synthetic actor.

Key facts

  • 01Sony said PS5 sales dropped 46% year over year following price hikes, disclosed in its Friday May 8, 2026 earnings presentation.
  • 02Mockingbird, Sony's AI animation tool, completes facial animation in a fraction of a second versus hours previously.
  • 03Naughty Dog and Santa Monica Studio have used Mockingbird, with output shipping in Horizon Zero Dawn Remastered.
  • 04Sony has partnered with Bandai Namco to test generative AI in video production, citing 'massive gains in speed and productivity per person.'
  • 05Sony said AI is meant to augment human performers, not replace them, and flagged 'lack of consistency and controllability' as a weakness.

The broader pitch from Sony is that AI is being applied to the unglamorous parts of game development. The company cited automating repetitive workflows, improving software engineering productivity, and accelerating quality assurance, 3D modeling, and animation as the main internal use cases.

Mockingbird finishes facial animation work that previously took hours in a fraction of a second, with output already shipped in Horizon Zero Dawn Remastered.
Jaeden Schafer

Sony also disclosed a partnership with Bandai Namco to study how generative AI can contribute to video production. The two companies said their joint work has identified "massive gains in speed and productivity per person" and opportunities where "AI can produce highly sophisticated and realistic outputs" that were not previously feasible inside production timelines.

Sony was unusually specific about the limits. The company flagged a "lack of consistency and controllability" as a current weakness of generative models, an honest acknowledgment from a publisher whose franchises depend on visual continuity across dozens of hours of gameplay.

The corporate line drawn around creative work was firm. Sony said "the vision, the design, and the emotional impact of our games will always come from the talent of our studios and performers," and that "AI is meant to augment their capabilities, not to replace them." That phrasing matters in a year when generative AI has become, in Sony's own framing, a lightning rod for gamers and developers in 2025.

The hardware backdrop is harder. PS5 sales falling 46% year over year is a steep decline tied to the price increases Sony pushed through, and it puts pressure on the software side of the business to carry growth. Faster animation pipelines and cheaper iteration loops are not just creative tools in that context — they are margin tools.

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Sony's position is also more conservative than some peers. Several indie developers have refused generative AI outright, while larger publishers have been less specific about where the technology actually sits in their pipelines. Naming Mockingbird, naming the studios that use it, and naming the shipped game it appeared in is a level of disclosure most major publishers have avoided.

What Sony has not said is whether any union or guild agreements cover Mockingbird's processing of performance-capture data, or how the company plans to handle consent and compensation if the tool's outputs become more generative over time. The company's framing — that it is processing captures from human performers rather than synthesizing new ones — is the answer for now, but the line between the two narrows as models improve.

For the AI tooling market, Sony's disclosure is a useful data point. PlayStation's first-party studios are exactly the kind of high-end production environment where AI either earns its keep through measurable speedups or gets quietly shelved. A tool that turns hours of animation cleanup into sub-second processing, deployed across Naughty Dog and Santa Monica Studio and visible in a shipped Horizon title, is the version of AI integration that survives a 46% hardware sales drop. The version that doesn't survive is the one that promises creative replacement and delivers inconsistent output — which is roughly the weakness Sony itself just named.

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