For many years, Unity and Unreal have been the go‑to tools for game creators, accounting for roughly 70 % of all titles released on Steam in 2025. While open‑source alternatives like Godot have begun to attract attention, the market remains heavily weighted toward the two giants, with only a handful of large studios—such as Capcom with its proprietary RE Engine—choosing bespoke solutions. In this landscape, three seasoned industry veterans—Arjan Brussee, Sjoerd De Jong, and Michal Valient—believe there is still room for a fresh engine that can address the shortcomings of the status quo.
The trio’s résumé reads like a who’s‑who of modern game development: experience at Epic Games (the creators of Unreal), Guerrilla Games, Boss Key, and even Apple. Their new venture, Immens, is set to challenge the dominance of the established engines by leveraging artificial intelligence in a way that goes beyond the hype of “prompt‑to‑asset” tools. In an interview with GamesIndustry.biz, Brussee explained that the timing feels right for a new platform. “A few years ago, the idea of building an engine from scratch with AI assistance didn’t exist,” he said.
“Now, with AI‑supported programming, we can start over and get a fully functional system up much faster while still keeping tight control over the code.” Valient, Immens’ chief technology officer, clarified that the AI they are integrating is not about generating content on demand. Instead, it is designed to make the engine itself highly extensible. “AI can reason about large codebases and data sets,” he noted. “If we architect the engine with that capability in mind, even a solo developer can add a custom particle system or a brand‑new gameplay mechanic without being limited to a tiny scripting layer.” This approach aims to let developers use AI as a productivity accelerator, extending the engine’s capabilities rather than replacing the creative process.
The motivation behind Immens is rooted in the current economic pressures of game development. Brussee described the market as “rough,” pointing out that production budgets continue to climb, making it increasingly difficult for small teams to survive. “We need new ways of working that lower costs and shorten timelines,” he argued.
“If we can build tools that let a handful of people create high‑quality experiences quickly, we reduce the financial risk for studios and independent creators alike.” De Jong, the company’s chief product officer, observed that the engine space has become overly standardized and consolidated. While this has provided a stable foundation, he believes the industry now requires genuine innovation. “Continuing to do things exactly as we have in the past won’t solve the challenges we face,” he said. “We need a different paradigm—one that embraces flexibility and adaptability.” One of the pain points with existing engines, according to De Jong, is their monolithic nature.
Developers often have to conform to proprietary file formats and rigid pipelines, which can stifle creativity. By contrast, Immens is being built to be modular: users can swap components, append new features, or even craft bespoke tools that match their personal workflow.
“Imagine being able to design an interface with the exact shortcuts, panels, and shortcuts that suit your team’s needs,” De Jong explained. “That level of customization is what we’re aiming for.” Valient also warned that AI, while powerful, can behave unpredictably if left unchecked. Immens therefore emphasizes transparency and user control.
“You’ll always know what the engine is doing, why it made a particular decision, and you can reproduce that behavior reliably,” he said. This traceability is intended to keep the creative process grounded and prevent the black‑box scenarios that have made some developers wary of AI. The flexibility of Immens extends to its handling of open standards. Brussee highlighted that when data is stored in text‑based formats, any tool—whether it’s Blender, Maya, or a generative‑AI system—can read and manipulate it.
“Open standards let us build smarter interfaces that talk to each other seamlessly,” he noted. “Instead of being an isolated, hard‑to‑integrate engine, Immens can plug into the broader ecosystem of game‑dev software.” There is a vocal backlash against AI in game creation, often fueled by sensational claims that a single prompt could spawn a Grand Theft Auto‑scale experience. The Immens team acknowledges that such “click‑to‑game” fantasies may one day be possible, but they stress that AI should be viewed as a tool, not a replacement for human design.
“AI will make everyone better, not replace the artistry that drives great games,” Valient said. “It’s a disruptive technology, but it’s also an opportunity for responsible, productive use.” Economic concerns also swirl around AI, with some critics labeling the sector a bubble. Valient compared the situation to the dot‑com era: while many companies vanished, the underlying technology— the internet—persisted and flourished.
“We’re focused on building a solid engine that leverages AI to speed up development and enable bigger dreams,” he asserted. “Whether the market is in a bubble is uncertain, but the technology isn’t going away.” Funding for Immens remains modest.
The founders have secured “first commitments” but have not disclosed exact figures, describing the amount as “reasonable.” Brussee cautioned against over‑funding, noting that excess capital can lead to complacency. “Startups need to stay scrappy; too much money can make you lazy,” he laughed. The company remains tiny—just the three founders and a handful of helpers—by design. De Jong explained that building an engine is a complex undertaking that cannot be rushed by sheer manpower.
“You need a small, focused team to make thoughtful decisions and iterate carefully,” he said. “At the same time, we have a limited window of opportunity as AI reshapes the industry, so we must balance resources with speed.” Immens is currently developing a proof‑of‑concept demo that showcases a generative‑AI‑driven editing workflow, slated for release later this month. Brussee revealed that the team initially expected the prototype to take until year‑end, yet they are already moving at double that pace. “Timelines are fluid when you’re breaking new ground,” he admitted.
Regarding the business model, Brussee hinted that Immens appreciates Epic’s “we succeed when you succeed” licensing philosophy but admitted it’s too early to commit to a specific approach. Ultimately, the founders hope their engine will 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,” Brussee concluded. “If our technology helps make that happen, it would be amazing."