For many years, Unity and Unreal have been the dominant forces in game development, responsible for roughly 70% of the titles launched on Steam in 2025. While open‑source alternatives like Godot have made noticeable strides, the market still largely favors proprietary solutions—Capcom’s RE Engine being a prime example. 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 addresses the shortcomings of the status quo. The founders of Immens bring an impressive résumé that spans Epic Games (the creators of Unreal), Guerrilla Games, Boss Key, and even Apple.

Their collective experience gives them a unique perspective on why the current generation of engines, despite their power, can feel limiting for smaller teams. In an interview with GamesIndustry.biz, Brussee argued that “the opportunity now exists to build a new engine that simply didn’t exist a few years ago.” He sees AI‑assisted programming as a catalyst that can let developers start from a clean slate again, offering “full functionality quickly under strong guidance and control.” Valient, Immens’ chief technology officer, clarifies that the AI they employ is not the flashy, prompt‑to‑output gimmick that dominates headlines.

Instead, the AI is woven into the engine’s architecture to make the codebase highly extensible. “If we design the engine with AI in mind, even a solo developer can add a custom particle system or a bespoke gameplay mechanic without being confined to a narrow scripting layer,” he explains. The goal is to let creators harness AI to accelerate extensions, not to replace human creativity.

The motivation behind Immens is rooted in the harsh economic realities of modern game production. Brussee describes the current climate as “rough,” noting that development costs keep climbing and the risk of failure is higher than ever.

“We need new ways of working—more efficient processes that let smaller teams deliver high‑quality games on tighter budgets and shorter schedules,” he says. De Jong, the chief product officer, adds that the engine market has become overly standardized and consolidated, providing a solid foundation but stifling innovation. “The industry now faces a series of challenges, and simply repeating what we’ve always done won’t cut it. We need innovation, not more standardisation,” he asserts.

One of the key criticisms De Jong has of existing engines is their monolithic nature. Developers often have to adapt to proprietary file formats and rigid workflows, which can be a barrier to creativity.

With AI, Immens aims to deliver an engine that molds itself to the developer’s needs. “Flexibility is essential,” he says. “You should be able to swap components, append new features, or build entirely custom tools that match your personal workflow—down to the exact shortcuts, UI layout, and feature set you require.” Valient acknowledges that AI, while powerful, can also veer off course if left unchecked. Immens therefore emphasizes transparency and control: users can see exactly what the engine is doing, track its decision history, and ensure repeatable outcomes.

This level of oversight allows developers to create disposable tools for specific tasks—like generating five characters with a particular trait—in a matter of minutes, a process that previously might have taken weeks of manual labor. The architecture of Immens is deliberately agnostic, avoiding any forced workflow. De Jong stresses that the framework is designed so each studio can decide how much AI to incorporate and where to apply it.

The engine also embraces open standards, meaning that text‑based files can be read and manipulated by any compatible software. “If you’re using Blender, Maya, or any generative tool, you can plug it straight into Immens because everything communicates through open, interoperable formats,” Brussee notes.

This openness contrasts with many existing engines that act as closed ecosystems, hindering seamless integration. Public sentiment toward AI in game development is mixed, with some commentators warning of a future where a simple prompt could generate a Grand Theft Auto‑scale experience. Immens acknowledges the hype but frames AI as a tool rather than a magic wand. Valient believes that AI will ultimately make developers better, not replace them, and that the industry has a responsibility to use the technology responsibly.

De Jong echoes this, reminding readers that every powerful tool can be misused, but it’s up to creators to steer it toward positive outcomes. Economic concerns also swirl around AI, with many questioning whether the current wave is a bubble. Valient draws a parallel to the dot‑com era, noting that while many companies will fall, the underlying technology endures. “AI isn’t disappearing; it’s becoming a core part of how we build software,” he says.

Immens focuses on building a solid engine first, using AI to accelerate development and inspire bigger dreams, rather than chasing fleeting hype. Funding for Immens remains modest.

The founders have secured “first commitments” but have not disclosed exact figures, describing the amount as “reasonable.” Brussee warns against excessive capital, suggesting that too much money can breed complacency. The team remains lean—just the three founders plus a handful of helpers—by design. De Jong explains that a small, focused group is essential for making nuanced decisions in a complex project like a game engine, while still being large enough to seize the narrow window of opportunity presented by AI’s rise.

Immens is currently developing a proof‑of‑concept demo that showcases a generative‑AI‑driven editing workflow, 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 in half that time. While the business model is still being refined, Brussee admires Epic’s “we succeed when you succeed” philosophy but admits it’s too early to commit to a specific revenue structure. Ultimately, the trio hopes Immens will empower creators to push the medium forward.

“We love games and want to see more daring, artistic expression,” Brussee concludes. “If our technology can enable more risk‑taking and innovation, that would be amazing.”