For many years, Unity and Unreal have reigned supreme in the game‑development world, accounting for roughly 70% of all titles launched on Steam in 2025. While the open‑source Godot engine has enjoyed a surge of interest, most large studios still cling to proprietary solutions—Capcom’s RE Engine being a prime example—leaving Unity and Unreal with a near‑monopoly on the market. Enter Immens, a startup founded by three seasoned industry veterans—Arjan Brussee, Sjoerd De Jong, and Michal Valient—who believe there is still room for a fresh engine that addresses the shortcomings of the current landscape.

Their résumés read like a who’s‑who of game‑tech history, featuring stints at Epic Games (the creators of Unreal), Guerrilla Games, Boss Key, and even Apple. Together, they aim to challenge the status quo and give developers a more adaptable, cost‑effective tool.

In a recent interview with GamesIndustry.biz, Brussee explained that the timing feels right for a new engine. "A few years ago this concept didn’t exist," he said. "With AI‑assisted programming we can start building from the ground up again, under tight guidance, and get full‑featured functionality much faster than before." Valient, Immens’ chief technology officer, clarified that the AI they employ is not the kind that simply generates assets from a text prompt.

Instead, their AI is woven into the engine’s architecture to make it highly extensible. "AI can reason about massive codebases and data sets," he noted. "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 being limited to a small scripting layer.

The AI acts as a catalyst for rapid extension, not as a replacement for thoughtful engineering." The motivation behind Immens is rooted in the harsh economic realities facing today’s developers. Brussee described the current climate as "rough," emphasizing that game production costs are spiralling upward, making it increasingly difficult for small teams to survive. "We need new ways of working, more efficient pipelines, and tools that let us create high‑quality experiences with fewer people and smaller budgets," he argued.

The goal is to break the cycle of ever‑rising expenses that threatens the livelihood of independent studios. De Jong, the company’s chief product officer, highlighted a broader industry trend: a "standardisation and consolidation" of game engines that, while providing a solid foundation, has also stifled innovation. "Continuing to do things exactly as we have in the past won’t solve the challenges we now face," he said. "What the industry needs is genuine innovation, not just more of the same." One of the pain points De Jong identified in existing engines is their monolithic nature.

Developers often have to conform to proprietary file formats and rigid workflows. Immens seeks to flip that script by allowing the engine to adapt to the developer’s needs.

"Flexibility is key," he explained. "You should be able to swap components, append new features, and craft tools that match your personal workflow—down to the exact shortcuts, UI layout, and functionality you require for your project." Valient also warned that AI, while powerful, can quickly go off‑track if left unchecked. To mitigate this, Immens gives users full visibility and control over the AI’s actions.

"You always know what the engine is doing, why it made a particular decision, and you can reproduce that behavior reliably," he said. This transparency enables developers to create disposable, highly specialized tools—for example, a script that generates five characters with a specific trait in minutes, a task that previously might have taken weeks. The architecture of Immens is deliberately agnostic. De Jong stressed that the platform does not enforce a single workflow; instead, it provides a framework that developers can shape to their preferences, including the degree to which they leverage AI.

"We want the engine to be a canvas, not a cage," he added, noting that the AI components must be well‑understood to avoid misinterpretations. Interoperability is another cornerstone of Immens’ design philosophy. By embracing open, text‑based standards, the engine can seamlessly communicate with tools like Blender, Maya, or any generative‑AI pipeline. "When files are human‑readable, any system can parse them," Brussee explained.

"That means the AI can ingest and manipulate those assets directly, creating a smoother pipeline across the entire development stack." The conversation around AI in games is polarized. Some commentators on platforms like LinkedIn hype the notion of "click‑to‑game" engines that could produce a Grand Theft Auto‑style experience from a single prompt. Immens’ founders acknowledge that such extreme scenarios may eventually be possible, but they view AI primarily as an augmentative tool.

"AI will make every creator better, not replace them," Valient asserted. "It’s a disruptive technology, which is why it feels uncomfortable now, but responsible use will unlock unprecedented creativity." Economic anxieties also linger, with many questioning whether the AI boom is a bubble. Valient likened the situation to the dot‑com era: the hype may fade, but the underlying technology endures.

"The internet didn’t disappear after the bubble burst, and neither will AI. Some companies will fail, but those that deliver real value will thrive. Our focus is on building a solid engine; AI simply accelerates our development and expands our imagination," he said.

Funding remains modest. Immens has secured its "first commitments" but has not disclosed exact figures, describing the amount as "reasonable." Brussee cautioned against excessive capital, noting that too much money can breed complacency. "Startups need to stay scrappy; otherwise you lose the edge that drives innovation," he laughed.

The team itself is tiny—just the three founders and a handful of helpers—by design. De Jong explained that creating a sophisticated engine does not require a massive workforce; a focused, iterative approach yields better decisions. At the same time, timing is crucial.

"We have a narrow window over the next few years where AI is reshaping the industry. We must balance sufficient resources with lean execution to capture that opportunity," he said. Immens is currently developing a proof‑of‑concept demo that showcases a live editing workflow powered by generative AI, slated for release later this month.

The timeline has already outpaced their original expectations; what was projected to take until year‑end is now arriving months earlier. "We’re moving twice as fast as we anticipated," Brussee admitted, emphasizing the difficulty of predicting milestones in such a fast‑moving field. Regarding the business model, Immens admires Epic Games’ philosophy of shared success but admits it’s too early to commit to a specific revenue structure. The founders remain focused on delivering a product that empowers developers to push creative boundaries.

Ultimately, the trio hopes Immens will become a catalyst for more daring, artistic games. "We love games as an expressive medium and want to see more risk‑taking and innovation," Brussee concluded.

"If our technology can help creators bring bold ideas to life, that would be amazing."