There’s never been a better time to make games - aka conjure up worlds with software. We bootstrapped ZombsRoyale to 140 million+ players with just 3 of us but much of the time went into optimizing and squeezing out tiny bits of performance to save costs. AI can now do this for you and leave you to do the things it can’t do: creativity (& vision).
The reason why Tim is prescient about this is because at Epic’s founding - so much code had to be written at the lowest level of programming (assembly). Having come from a reverse engineering background, you can see how “magical” ai is.
These days - hooking up IDA pro or Ghidra to Claude/Codex feels like wizardry. things that took years to do by hand, now takes days. This will be reduced to probably hours in <6 months.
When you understand the magnitude of this by following how fast AI is progressing, you realize where the world is going — it’s a little scary, ngl, but it’s going to be wild for those who truly leverage these tools.
Coincidentally, amidst this AI X GAMING debate on X, my cofounder just informed me that our 96 Nvidia B300s have just arrived - we’ve readied our own post-trained OSS models to run them 24/7 on these machines and we have a good vision for what we want to do with them.
It is our first time on Unreal Engine after 10 years of Unity, but it’s never been a better choice. In 30 days, we’ve made things that we thought only possible with 1000x our budget and 300x our headcount.
We live in exciting times.
When I was writing Unreal Engine 1, my time was divided as follows:
- Around 30% went to seriously deep coding on hard problems: assembly language texture mappers, C++ BSP trees, data persistence, object oriented systems design, and networking.
- Around 70% was just typing and refactoring large bodies of code needed for a complete engine feature set. This was not hard, and while I was doing it my mind was mostly on the deeper coding topics, thinking and planning for what's next. It didn't feel much different from vibe coding today, except that it was just me typing code on an IBM Model M keyboard rather than prompting it and reviewing the results.
So, it has always seemed perfectly logical that we would rely on AI for that 70%, once the AI could do it with a similar quality standard as we could, which has never been perfection. It came as no surprise that, after a few years of AI model evolution, it was able to take the reigns on that 70% and free up programmers' time for more valuable tasks.
What's more of a surprise is the emergence of AI as a sort of insta-Carmack able to solve hard technical problems quite cleverly and often cleanly, and that it's able to reason about and work in complex 3D scenes both by operating the tools and by directly understanding the raw data files.
I abandoned assembly language in 1998 when out-of-order CPUs made much simpler C/C++ code faster, and never I missed it. If prompting through architectural documents, concept art, and design plans can transcend typing code and tweaking vertices, that will enable developers to spend their time on higher-level, higher value technical and creative tasks.
What matters is the end product, whether it's a game or an engine. Anything developers can do to try out more ideas and make better software and games faster is a win for everyone.