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 the open‑source Godot engine has been gaining traction, the majority of large studios still rely on proprietary solutions such as Capcom’s RE Engine, leaving the market largely dominated by the two giants. Enter Immens, a startup founded by three seasoned veterans—Arjan Brussee, Sjoerd De Jong, and Michal Valient—who believe there is still room for a fresh, more adaptable engine.

Their résumés read like a who’s‑who of the industry, with experience 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 tool that leverages artificial intelligence in a fundamentally different way. In a recent interview with GamesIndustry.biz, Brussee explained that the timing feels right for a new engine because “the technology that didn’t exist a couple of years ago is now within reach.” He argues that AI‑assisted programming can let teams start from a clean slate, providing “guided yet flexible” pathways to build fully functional systems much faster than traditional pipelines.

Valient, Immens’ chief technology officer, stresses that the AI component is not about generating content with a single prompt, as many hype‑driven narratives suggest. Instead, the AI is woven into the engine’s architecture to make the codebase highly extensible.

“If we design the engine with AI reasoning in mind, smaller teams or solo developers can plug in custom modules—say, a bespoke particle system—without being constrained to a limited scripting layer,” he says. This approach aims to empower creators to extend the engine quickly, turning AI into a productivity catalyst rather than a magic wand. The motivation behind Immens is rooted in the current economic climate of game development.

Brussee describes the environment as “rough,” noting that production budgets are swelling and the risk of failure is rising. “We need new ways of working that lower costs, shrink team sizes, and shorten timelines,” he asserts. The goal is to break the cycle where escalating expenses force studios into precarious financial positions. De Jong, the chief product officer, points out that the engine market has become overly standardized and consolidated.

While that consolidation has provided a stable foundation, it also stifles innovation. “The industry now faces a series of challenges, and simply iterating on old methods won’t solve them,” he says. “We need a different paradigm—one that embraces flexibility and user‑driven customization.” One of the pain points with existing engines is their monolithic nature. Developers often have to conform to proprietary file formats and rigid workflows.

De Jong envisions an engine that adapts to the developer, not the other way around. “You should be able to swap components, append new tools, and modify the interface to match your personal workflow,” he explains.

For example, a developer could craft a set of shortcuts and UI panels tailored precisely to their project’s needs, eliminating the friction of learning a one‑size‑fits‑all system. Valient acknowledges that AI is powerful but can also misbehave if left unchecked. To mitigate this, Immens is built with transparency and control at its core. Users can trace every AI decision, view its history, and ensure repeatable outcomes.

This level of oversight allows developers to create disposable tools for specific tasks—like generating five characters with unique traits in minutes—without sacrificing reliability. Flexibility is baked into the engine’s design philosophy. De Jong stresses that Immens does not impose a single workflow; instead, it offers a modular architecture where teams decide how much AI to incorporate and where. The engine also embraces open standards, making it easy to exchange data with popular tools such as Blender, Maya, or any generative‑AI pipeline.

“When files are text‑based, any system can read them,” Brussee notes. “Open standards let the AI parse and manipulate assets seamlessly, fostering smarter interfaces across the entire development stack.” The broader conversation about AI in games is polarized. Some commentators on LinkedIn hype the idea of “click‑to‑game” experiences, claiming that a single prompt could spawn a Grand Theft Auto‑scale world. Immens’ founders see AI more modestly—as a powerful assistant rather than a replacement for human creativity.

Valient believes AI will make developers better, not obsolete, and warns that the technology’s disruptive impact is causing negative perceptions. Economic concerns also swirl around AI, with many questioning whether the sector is a bubble.

Valient draws a parallel to the dot‑com era, noting that while many startups vanished, the underlying internet persisted and flourished. “AI isn’t disappearing; it’s evolving. Good products that solve real problems will survive, regardless of market hype,” he says. Immens focuses on building a solid engine first, using AI to accelerate development and expand creative possibilities.

Funding remains modest. Immens has secured its “first commitments,” but the founders have not disclosed exact figures, describing the amount as “reasonable.” Brussee cautions against over‑funding, arguing that excess capital can breed complacency. “Startups need to stay scrappy,” he laughs, emphasizing that a lean team is essential for making thoughtful technical decisions.

Currently, Immens consists of the three founders plus a handful of helpers. They are deliberately keeping the operation small while they work toward a proof‑of‑concept demo that showcases AI‑driven editing workflows.

The prototype is slated for release this month, and the team is already moving twice as fast as their original timeline projected. Regarding the business model, Brussee admires Epic’s “we succeed when you succeed” approach but admits it’s too early to commit to a specific strategy. The overarching ambition, however, is clear: to enable creators to push the boundaries of interactive art, take bigger creative risks, and ultimately deliver more innovative games.

“We love games and want to see more daring, expressive experiences,” Brussee concludes. “If our technology can help make that happen, it would be amazing."