For many years, Unity and Unreal have been the go‑to platforms for game creators, accounting for roughly 70% of all titles released on Steam in 2025. While Godot has made notable strides recently and some large studios cling to proprietary solutions such as Capcom’s RE Engine, the market has largely been dominated by the two giants. Yet three seasoned industry veterans—Arjan Brussee, Sjoerd De Jong, and Michal Valient—believe there is still space for a fresh, more adaptable engine. Their startup, Immens, aims to fill that gap with a tool that leverages artificial intelligence to streamline development and lower barriers for smaller teams.
The founders’ résumés read like a who’s‑who of game‑making powerhouses: experience at Epic Games (the creators of Unreal), Guerrilla Games, Boss Key, and even Apple. In a recent interview with GamesIndustry.biz, Brussee explained that the timing feels right for a new engine because “the possibilities that didn’t exist a couple of years ago are now within reach thanks to AI‑assisted programming.” He argues that, with the right guidance, developers can start building from a clean slate and achieve full‑featured functionality far more quickly than traditional pipelines allow. Valient, Immens’ chief technology officer, is careful to differentiate his vision of AI from the hype‑driven “prompt‑to‑content” narrative that dominates many discussions today.
He stresses that the AI embedded in Immens is meant to make the engine itself highly extensible. “AI can reason over large codebases and data sets,” he says. “If we design the architecture with that capability in mind, even solo developers can plug in custom systems—like a bespoke particle engine—without being confined to a limited scripting layer.” In practice, this means the engine will provide a framework where AI assists developers in extending functionality, rather than generating entire games with a single command.
One of the core motivations behind Immens is the current economic climate of game development, which Brussee describes as “rough.” Production costs continue to climb, and the risk of investing significant resources into a title that may never break even is a growing concern for studios of all sizes. “We need new ways of working that reduce cost, shrink team size, and accelerate timelines,” he asserts. The goal is to give creators the ability to iterate faster, experiment more boldly, and ultimately protect their livelihoods from the volatile market.
De Jong, the chief product officer, points out that the engine landscape has become overly standardized and consolidated. While this has provided a stable foundation, it also stifles innovation. “The industry is at a crossroads,” he notes.
“Continuing down the same path won’t solve the challenges we face. We need fresh ideas, not just more of the same.” He criticizes the monolithic nature of existing engines, which often force developers to conform to proprietary file formats and rigid workflows. By contrast, Immens is being built to be fluid and interchangeable, allowing users to craft tools tailored to their personal workflows, shortcuts, and interface preferences. Valient acknowledges that AI is a double‑edged sword.
It is “extremely powerful,” but it can also “go off the rails” if left unchecked. To mitigate this risk, Immens will give developers full visibility into the AI’s actions, including a complete history of changes, ensuring repeatable and auditable results.
This transparency is intended to keep the creative process under human control while still benefiting from AI‑driven speed. For example, generating five uniquely‑behaved characters might have taken weeks; with the right AI‑assisted tools, the same task could be prototyped over a coffee break and refined as needed. Flexibility is baked into Immens’ architecture.
De Jong emphasizes that the engine does not impose a single workflow; instead, it offers a modular framework where developers decide how much AI to incorporate and where. The team also prioritizes open standards, allowing seamless interoperability with common tools like Blender, Maya, and other generative pipelines. “When files are text‑based, any software can read them,” Brussee explains.
“That openness lets AI parse and manipulate assets across the entire production chain, something many closed‑source engines struggle with.” The broader conversation about AI in game development is polarized. Some commentators predict a future where entire AAA experiences could be conjured with a single prompt, leading to fears of a “click‑to‑game” era that undermines craftsmanship.
Immens’ founders view AI more modestly—as a powerful assistant rather than a replacement. Valient believes AI will make creators better, not obsolete, while De Jong stresses responsible usage: “Any tool can be misused; it’s our duty to guide it toward positive outcomes.” Economic anxieties also linger. Critics warn that AI‑focused startups may be riding a speculative bubble. Valient counters that, like the dot‑com era, the underlying technology will endure even if some companies fail.
“We’re building a solid engine first; AI simply accelerates our development and lets us dream bigger,” he says. Whether the market is inflated remains uncertain, but the team is focused on delivering value rather than chasing hype.
Funding for Immens is still in early stages. The founders have secured initial commitments but have not disclosed amounts, describing the required capital as “reasonable.” Brussee warns against over‑funding, noting that excess money can breed complacency. The company remains deliberately lean—just the three founders and a handful of contributors—so they can stay agile and make thoughtful decisions without the pressure of massive teams.
Immens is currently racing toward a proof‑of‑concept demo that showcases AI‑driven editing workflows. The team anticipated a year‑long development timeline but has already halved that estimate, aiming to release the demo within the month.
While the final business model is still being refined, Brussee admires Epic’s “we succeed when you succeed” licensing philosophy but admits it’s too early to commit to a specific approach. Ultimately, the trio hopes Immens will empower creators to push the artistic and technical boundaries of games.
“We love games and want to see more risk‑taking, more creativity,” Brussee says. “If our technology can help bring more innovative experiences to life, that would be amazing.”