For many years, Unity and Unreal have been the dominant forces in game development, accounting for roughly 70% of Steam releases in 2025. While Godot has made notable strides recently and some large studios continue to rely on proprietary solutions—Capcom’s RE Engine being a prime example—the market has largely been a duopoly.
Against this backdrop, three industry veterans—Arjan Brussee, Sjoerd De Jong, and Michal Valient—have founded Immens with the conviction that there is still space for a fresh engine that can address the shortcomings of the current landscape. The founders bring an impressive résumé: experience at Epic Games (the creators of Unreal), Guerrilla Games, Boss Key, Apple, and other heavyweight studios. In a recent interview with GamesIndustry.biz, Brussee argued that the timing is right for a new engine, noting that "a few years ago this simply wasn’t possible." He believes that AI‑assisted programming now makes it feasible to start building a full‑featured engine from the ground up, offering developers a faster path to production while retaining tight guidance and control. Valient, Immens’s chief technology officer, clarifies that the AI component is not about generating content by typing prompts, but about constructing an engine architecture that is inherently extensible.
"AI can reason over large codebases and data sets very well," he explains. "If we design the underlying system with that capability in mind, even small teams or solo developers can plug in custom features—like a bespoke particle system—without being confined to a limited scripting layer.
The goal is to let creators extend the engine quickly and safely using AI as a productivity aid." The motivation behind Immens is rooted in the current economic pressures of game development. Brussee describes the environment as "rough," pointing out that production budgets keep climbing, making it increasingly difficult for independent studios to survive. "We need new ways of working that lower costs and enable smaller teams to ship high‑quality games faster," he says.
The trio believes that by rethinking the development pipeline and leveraging AI, they can break the cycle of ever‑rising expenses and risky investments. De Jong, the chief product officer, observes that the engine market has become overly standardized and consolidated. While this has provided a solid foundation for many developers, it also stifles innovation.
"Continuing to do things exactly as we have in the past won’t solve the emerging challenges," he asserts. "What the industry needs now is genuine innovation, not more of the same." A key criticism of existing engines is their monolithic nature.
Developers often have to adapt to proprietary file formats and rigid workflows. De Jong envisions an engine that bends to the user’s needs rather than forcing users into its mold. "Flexibility is essential," he says. "You should be able to swap components, append new modules, and craft tools that match your personal workflow—down to the exact shortcuts, UI layout, and feature set you require." Valient acknowledges that AI is a double‑edged sword.
While it is "really powerful," it can also behave unpredictably if left unchecked. Immens therefore places a strong emphasis on transparency and control. Users will be able to see exactly what the AI is doing, review its decision history, and ensure repeatable outcomes. This level of oversight allows developers to create throw‑away tools for specific tasks—such as generating five characters with a unique trait—in a matter of minutes, a process that previously might have taken weeks.
Immens’s architecture deliberately avoids imposing a single workflow. De Jong stresses that the framework is designed to let developers decide how much AI to incorporate and where. The engine will also rely on open standards, enabling seamless interoperability with popular tools like Blender, Maya, and other generative pipelines.
"When files are text‑based, any program can read them," Brussee notes. "That openness lets AI read, modify, and exchange data across the entire toolchain, something proprietary engines have historically resisted." The broader conversation around AI in game development is polarized. Some commentators on platforms like LinkedIn hype the notion of "click‑to‑game" experiences where a single prompt could spawn a Grand Theft Auto‑scale world.
Immens’s team tempers such expectations, viewing AI as a powerful assistant rather than a magical shortcut. Valient believes AI will make developers better, not replace them, and stresses the responsibility to wield the technology ethically. Economic anxieties also linger, with many questioning whether AI‑focused startups are riding a bubble. Valient draws a parallel to the dot‑com era: while many companies vanished, the underlying internet persisted and grew stronger.
"We’re building a solid engine first; AI simply accelerates our ability to dream bigger and iterate faster," he says. Whether the market is in a bubble remains uncertain, but the team is focused on delivering a product that stands on its own merits.
Funding for Immens is still in early stages. The founders have secured initial commitments but have not disclosed exact figures, describing the amount as "reasonable." Brussee warns against over‑capitalization, noting that excess cash can breed complacency. The company remains deliberately lean—just the three founders plus a handful of helpers—because building a complex engine requires focused decision‑making rather than a massive headcount.
Immens is currently racing toward a proof‑of‑concept demo that showcases a generative‑AI‑driven editing workflow. The team anticipated completing this by the end of the year, but they are already two‑fold ahead of schedule and plan to release the demo within the month. Timeline estimates remain fluid, reflecting the rapid pace of development. Regarding the business model, Brussee admires Epic Games’ "we succeed when you succeed" licensing philosophy but admits it is too early to commit to a specific approach.
Ultimately, the founders hope Immens will empower creators to push the artistic and technical boundaries of games. "We love games and want to see more risk‑taking and creativity," Brussee concludes. "If our technology can help bring more innovative experiences to life, that would be amazing."