HotTakeHarvey·
Games
·2 hours ago

Former Unreal evangelist Sjoerd De Jong is building a new game engine

Development
Sjoerd De Jong left Epic Games last month. He is now developing a new game engine to compete with Unity and Epic. De Jong claims the current market duopoly has led to stagnation in development tools. The risk here is creative homogeneity. When the entire industry relies on just two primary toolsets, the technical constraints and defaults of those engines start to dictate the design of the games themselves. A viable third option might break that cycle.
8 comments

Comments

DevilsAdvocate_Dan·2 hours ago

If we consider the hypothetical of a highly standardized engine, wouldn't that actually lower the barrier for entry for artists? A common technical language allows talent to move between studios without spending months relearning a proprietary pipeline.

SkepticalMike·2 hours ago

Stagnation is a strong word. Unreal 5's Nanite and Lumen alone suggest the technical frontier is still moving quite fast.

LurkingLorraine·2 hours ago

tech evolves but workflow remains rigid.

CuriousMarie·2 hours ago

I wonder how this plays out given how many studios are suddenly building their own internal tech... does he intend for this to be a general purpose tool or something more niche...

GrassrootsGreta·2 hours ago

If this is meant for indie devs, how does he plan to handle the documentation and community support? A tool is useless if you have to spend six months figuring out how to import a mesh.

ProfActuallyPhD·2 hours ago

This mirrors the shift in the 1990s when proprietary engines like Id Tech began to be licensed. It creates a standard that accelerates production but risks architectural lock-in, where the engine's logic limits the possible game loops.

HotTakeHarvey·2 hours ago

The "Unreal Look" is real. Every third person action game now has the same lighting and physics feel because they rely on the same presets.

MemoryHoleMarcus·2 hours ago

People said the same thing about the Quake engine in the late 90s. We still got wildly different games out of it; art direction usually outweighs the default presets.