For many years, Unity and Unreal have reigned supreme in the game‑development world, together accounting for roughly seventy percent of the titles launched on Steam in 2025. While Godot has carved out a niche and large studios continue to rely on proprietary solutions—Capcom’s RE Engine being a prime example—the duopoly of Unity and Unreal still dominates the market.
Enter Immens, a fledgling engine founded by three seasoned veterans: Arjan Brussee, Sjoerd De Jong, and Michal Valient. Their résumés read like a who’s‑who of the industry, featuring stints at Epic Games (the creators of Unreal), Guerrilla Games, Boss Key, and even Apple. The trio believes that despite the entrenched positions of the current giants, there is ample room for a fresh approach that addresses both technical and economic pain points.
In a recent interview with GamesIndustry.biz, Brussee argued that the timing is ripe for a new engine that simply did not exist a few years ago. He pointed to the rapid advances in AI‑assisted programming as a catalyst: “With AI‑supported coding, you can start building from scratch again, under guided control, and achieve full functionality much faster.” Valient, Immens’s chief technology officer, clarified that the AI they employ is not the flashy, prompt‑to‑image kind that dominates headlines. Instead, their AI is woven into the engine’s architecture to make it highly extensible.
“The AI can reason over large codebases and data sets,” he explained. “If we design the engine with that capability in mind, even a solo developer can plug in a custom particle system or a bespoke gameplay mechanic without wrestling with a rigid, monolithic framework.” This vision aims to empower creators to iterate quickly, using AI as a productivity enhancer rather than a replacement for human ingenuity.
The motivation behind Immens’s AI‑centric engine stems from the current state of the games market, which Brussee describes as “rough.” Development costs are soaring, and the risk of financial ruin for small studios is increasing. “We need new ways of working that lower budgets, shrink team sizes, and accelerate timelines,” he said. The goal is to break the cycle of ever‑larger productions that threaten the viability of independent creators. De Jong, the chief product officer, highlighted a broader industry trend: a “standardisation and consolidation” of engine technology that, while providing a solid foundation, also stifles innovation.
“Continuing to do things the way we always have isn’t enough,” he warned. “We need a different paradigm—one that prioritises flexibility over monolithic design.” Current engines often force developers to adapt to proprietary file formats and workflows. De Jong envisions an engine that bends to the user’s needs, allowing interchangeable components, custom toolchains, and personalized interfaces. “Imagine being able to craft a toolset that matches your exact workflow, with the shortcuts and features you rely on,” he said.
“That level of customization is what we’re building toward.” Valient also cautioned that AI, while powerful, can “go off the rails” if left unchecked. Immens therefore places control firmly in the hands of the developer: every AI action is logged, repeatable, and transparent. This auditability ensures that creators understand how a tool arrived at a result, preserving artistic intent and technical reliability. The engine’s architecture is deliberately agnostic.
It does not impose a single workflow, leaving the degree of AI integration up to the user. “You decide how much AI you want and where you apply it,” De Jong noted.
“Our job is to make sure the AI interprets your instructions correctly.” By embracing open standards—text‑based file formats that any software can read—the engine can seamlessly interoperate with tools like Blender, Maya, or other generative pipelines. Brussee emphasized that this openness eliminates the “weird outlier” problem where engines become closed ecosystems that hinder cross‑tool collaboration. There is a vocal backlash against AI in game development, with some pundits predicting a future where entire AAA experiences could be generated from a single prompt. Immens acknowledges the hype but frames AI as a “tool” rather than a replacement for human creativity.
Valient believes AI will elevate the entire industry: “Big games and everything in between will be made better because AI makes everyone more capable.” He also stresses responsibility: “Any tool can be misused; it’s up to us to guide its ethical application.” Economic concerns also swirl around the AI boom, with fears of a bubble and inflated valuations. Valient draws a parallel to the dot‑com era, noting that while many companies will fade, the underlying technology endures.
“AI isn’t going away,” he said. “Our focus is on building a solid engine that leverages AI to speed development and expand creative horizons, regardless of market hype.” Funding remains modest. Immens has secured its “first commitments” but has not disclosed amounts, preferring a “reasonable” level of capital.
Brussee warned against over‑funding, noting that excess cash can breed complacency. The company remains lean—just the three founders plus a handful of helpers—by design. De Jong explained the balance: a complex engine cannot be built by a million‑person army, yet a small, focused team can make decisive progress and seize the narrow window of opportunity presented by rapid AI advancements. Immens is currently developing a proof‑of‑concept demo that showcases an AI‑driven editing workflow.
The team aims to release this demo within the month, having already accelerated their timeline: what was projected to take until year‑end is now expected in half that time. Brussee admitted that predicting exact milestones is challenging given the rapid iteration cycles. Regarding the business model, Brussee expressed admiration for Epic’s “we succeed when you succeed” licensing approach but admitted it is too early to commit to a specific strategy.
The ultimate ambition, he said, is to empower creators to push the medium forward, fostering more risk‑taking and artistic expression. “We love games and want to see more daring, innovative experiences,” he concluded. “If our technology can help make that happen, it would be amazing.”