From Guerilla and Epic to Building a New Game Engine Alternative
Arjan Brussee, best known as co-founder of Guerilla Games and former technical director at Epic Games, is taking on a new challenge: designing The Immense Engine as a fresh game engine alternative to today’s dominant platforms. Drawing on his experience in AAA game development and deep familiarity with Epic’s technology stack, Brussee is positioning Immense as a serious Unreal Engine competitor from day one. Rather than being just another experimental toolkit, the project is pitched as production-grade technology that can power complex, interactive 3D worlds. While many engines are already in development worldwide, Brussee’s background gives Immense unusual credibility among studios that want cutting-edge tools without locking themselves into existing ecosystems. Details such as release timing, licensing, and early adopter programs remain undisclosed, but the announcement alone signals that veteran technologists see room—and demand—for more diversity in core game development infrastructure.
AI Game Development at the Core of The Immense Engine
The Immense Engine is being framed as an AI-heavy platform rather than a conventional engine with AI features bolted on later. Brussee has spoken about “full” generative AI integration and the need to rethink how critical software is built in light of rapidly advancing automation. His vision centers on frameworks of AI agents that can handle tasks traditionally performed by larger teams, from world-building and asset generation to aspects of design and testing. In his view, a smartly orchestrated AI framework could match the output of ten to fifteen people, radically shifting how studios resource projects. This AI-first philosophy aligns with wider industry experimentation, but Brussee clearly wants Immense to stand out as the engine where AI-native workflows are standard, not optional. The challenge will be translating these promises into reliable, production-ready tools that can compete with existing AI initiatives inside engines like Unreal and Unity.
A European Game Engine Vision and Strategic Independence
Beyond pure technology, The Immense Engine is framed as a fully locally hosted, locally built platform that complies with regional rules and guidelines. Brussee explicitly describes it as a European game engine alternative to US-developed systems such as Unreal and Unity. That positioning taps into broader concerns about technological and strategic dependence on foreign infrastructure, particularly as engines increasingly power simulations, training tools, and other non-gaming applications, including potential defence use cases. By promising an engine that is developed and hosted within the region, Immense speaks to policymakers and businesses looking to keep critical 3D platform capabilities closer to home and aligned with local regulatory regimes. The concept resonates with recent efforts to cultivate a stronger indigenous tech ecosystem, and suggests that game engines are no longer just creative tools but strategic assets at the intersection of entertainment, industry, and public policy.
Challenging Unreal’s Dominance in a Crowded Engine Landscape
Even with strong credentials and a distinct regional focus, The Immense Engine enters a crowded market where Unreal and Unity already invest heavily in AI game development features. Many developers are wary of bold generative AI claims that sound like IOUs from the future, especially when they imply cost-cutting or smaller teams. For Immense to mature into a true Unreal Engine competitor, it will need more than rhetoric: transparent performance benchmarks, robust tooling, long-term support, and a compelling value proposition for both indie teams and large studios. At the same time, the very existence of a new, AI-centric, European game engine highlights growing demand for alternatives that better reflect local regulations, data-hosting preferences, and workflow philosophies. If Brussee can deliver on his promises, Immense could become an important catalyst in diversifying core engine choices for games, simulations, and enterprise 3D applications.
