The game engine
of the future

Game development is at an inflection point. IMMENS is built from first principles: modular, extensible, and open by design. Engineered to push development into a new era of faster iteration, greater scalability, and the flexibility modern dev teams demand.

The engine, rebuilt for how games will be made in the future.

Our text-based, open-standard formats and framework deliver full API and MCP interoperability: plug in the tools that matter, build new ones, and edit your game content directly. Everything open, nothing locked away.

AAA-Class Rendering

Movie-quality geometry, real-time GI, neural super-resolution, diffusion rendering and raytracing as a baseline on future consoles. Friendly to mobile platforms, new capabilities and constraints. Competes with the best.

Runtime Efficiency

Performance as a feature, out of the box. Massive-scale simulation with huge concurrent entity counts. A modern framework that runs efficiently across platforms, from AAA consoles to mobile.

Instant Iteration

Engine boots in seconds. Hot-reloading enables rapid, frictionless workflows. Seamlessly bounce between the editor and the game.

A Flexible Editor and Tooling Pipeline

A composable, extensible editor and tool, and content pipeline built extensively on Python and standard asset formats. Build, customize, or extend the editor and its tools without fighting a monolith, building workflows bespoke to you and your team.

Built Around the Developer

We build the foundation so developers can build the future. Our priority is providing the engine and stability you need to ship, because we know our engine only matters if it helps you succeed.

AI-Native By Design

Work with agents in a continuous loop: guide a step, see the result, verify or tweak it, then move on. Every asset and system is fully editable and exposes structured, machine-readable context with full provenance.

IMMENS is still in its early days, but things are moving fast. We're cooking up a lot of exciting things right now and will be sharing progress soon. Stay tuned!

Get in touch

A team of veteran founders.

AB
Arjan Brussee CEO

Arjan Brussee is a 30-year games industry veteran and serial founder. He spent eight years at Epic Games as Technical Director and Director of Product Management for Unreal Engine, where he helped ship UE5 and led the port of Fortnite Battle Royale to mobile, Switch, and next-gen consoles.

Before Epic he co-founded Guerrilla Games, growing it to 150+ people and launching the Killzone franchise and Horizon Zero Dawn, served as Executive Producer on the Battlefield series at EA, and co-founded Boss Key Productions as COO.

At Guerrilla he hired the core tech team and started development on the Core technology that later evolved into the Decima Engine, bringing rare executive leadership, technical direction, and decades of shipping landmark games to Immens.

MV
Michal Valient CTO

Michal Valient is a hands-on engineering leader with over two decades in the industry, building large teams while diving into the deepest implementation details, with a background in computer graphics, rendering, and distributed systems.

He spent nearly seven years at Epic Games as Senior Director of Engineering, heading the teams behind core Unreal Engine components and serving as engineering director on groundbreaking UE demos including The Matrix Awakens and Lumen in the Land of Nanite.

Before Epic he spent time at Apple, helping to shape novel GPU features and driving Metal 2 and Metal 3. He spent a decade at Guerrilla leading the tech of the Decima Engine behind Horizon Zero Dawn and Killzone. A GPU Pro and ShaderX co-editor and frequent SIGGRAPH, GDC, and WWDC speaker, he brings rare depth across rendering and engine architecture to Immens

SDJ
Sjoerd De Jong CPO

Sjoerd "Hourences" De Jong is a nearly three-decade games industry veteran with 27 years on Unreal Engine. He spent the last 12 years at Epic Games as Senior Director for Developer Experience, championing developers at scale, first as Unreal Engine evangelist, later founding the Epic Developer Community platform serving 200,000+ developers a month.

Before that he spent over a decade in Level Design, Tech Art, Game Design, Art Direction across more than ten studios including Guerrilla Games and Starbreeze, as well as founding the indie studio Teotl Studios and shipping three titles of his own. He brings deep engine expertise, product leadership, and a long history of empowering developers to Immens.