Kim Belair Finally Admits Sweet Baby Inc’s Real Role in AAA Gaming While Railing Against Critics — “We Did Nothing Wrong”

I was really surprised to read the new interview with Sweet Baby Inc.’s CEO, Kim Belair. She basically admitted they had a much bigger hand in shaping the stories of some huge, popular games than anyone realized. It’s interesting, and honestly a little frustrating, that she also seems to brush off anyone who raises concerns as just being resistant to change. It feels like she’s not really listening to the valid criticisms people have.

A recent interview, examined by Writing Raven and MasterofTheTDS (from Gothic Therapy) and published by Raven through DEI Detected, provided a candid glimpse into the inner workings of Sweet Baby Inc. and its role in the gaming world. The revelations from Belair have reignited discussions about the studio’s impact, how open they are about their practices, and the beliefs that guide their work.

Behind the Curtain of Sweet Baby Inc.

Sweet Baby Inc. has long presented itself as a narrative consultancy, offering advice to game studios on creating more inclusive stories. However, during a discussion in August 2025, Belair explained that her team did much more than just consult on games like *Marvel’s Spider-Man 2* and *Alan Wake 2*—they were directly involved in the creative process, going well beyond simple advice.

Belair explains that her team focused on developing the story and characters for both projects, including important plot points related to Kraven and Harry Osborn. (Interestingly, fans may recall a moment in a previous game where Harry tells Peter he created a diverse advisory board for their company to ensure they stay on course.)

Just that statement proves Sweet Baby has been misleading people. They’ve always said they only offer advice, and don’t actually build or create anything themselves.

As Writing Raven pointed out, Belair’s comments subtly revealed what many gamers already believed: Sweet Baby Inc. isn’t just providing advice – it’s actively influencing the core creative direction of today’s major video games.

“No One Has Reached Out”? A Dubious Claim

When pressed about backlash from players and journalists, Belair adopted a defensive tone.

She mentioned that while many people have made videos about them, no one has ever reached out to simply ask how things work. It’s surprising, she said, that no one has contacted them with a few basic questions.

This claim isn’t supported by the facts. Several content creators, like Smash JT, have shared evidence of reaching out to Sweet Baby Inc. without receiving a response.

This issue came to light during the Gothic Therapy livestream, where Raven described it as a manipulation of official information. This inconsistency strengthened the belief that Sweet Baby Inc. isn’t interested in open discussion—they simply want people to follow their lead.

A “Battlefield” of Ideology

Belair explained that creating a game can be challenging, comparing the process to a “battlefield.” She urged developers to strongly advocate for their own ideas – what she called their “baby” – even if those ideas differed from the overall vision for the game.

Critics felt that statement summed up the problem: Sweet Baby Inc. consultants aren’t just offering help—they’re actively injecting their own beliefs and values into the work of others.

Later in the discussion, Belair offered a sweeping defense of her company’s work:

Those who oppose “wokeness” are often actually resisting social progress, and ironically, may be hindering their own potential growth and understanding.

The comment, which seemed both challenging and dismissive, rapidly spread online, intensifying the discussion about potential biases in Kim Belair and Sweet Baby Inc.’s work.

“We did nothing wrong,” Belair insisted. “We did our jobs the best we could.”

Avoiding the Real Catalyst

What Belair *didn’t* say is also significant. She completely avoided addressing the event that caused the criticism of her company. This involved a former employee, Chris Kindred, whose controversial posts online and efforts to have the game Kabrutus Rambo removed from Steam initially drew public attention to Sweet Baby Inc.

By omitting this information, Belair positioned her company as an innocent party unfairly caught in a difficult situation, rather than one actively involved in the problem. As Raven pointed out, this careful choice of what to share allowed her to shape the story and avoid taking blame.

A Mask-Off Moment

For those familiar with Gothic Therapy and the publication *DEI Detected*, the interview marked a significant shift – a moment of honesty for Sweet Baby Inc. The company’s CEO finally acknowledged actively participating in the creative development of games that critics had previously accused them of manipulating.

Kim Belair’s statements confirm long-held worries and reveal inconsistencies in Sweet Baby Inc.’s public communication. It’s unclear if the gaming industry will fully recognize the extent of Sweet Baby’s influence, but for those who have been following the controversy, Belair has essentially confirmed what they suspected all along.

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2025-10-14 18:58