[0:00] IGN caught up with founder and CEO of [0:02] Epic Games, Tim Sweeney, and EVP of [0:04] development, Marcus Wasmer, at Unreal [0:06] Fest 2026. We talked about performance [0:08] optimization with the upcoming UE6 and [0:10] how it could change game development, as [0:12] well as the increasing cost of hardware [0:13] and the current struggles across the [0:15] games industry with studio closures and [0:17] game shuttering. We also discussed the [0:19] controversial use of AI in game [0:21] development when it comes to artistic [0:22] value and its real world impact in light [0:24] of Unreal Engine's updated AI tools. So [0:27] many of the biggest games are built on [0:29] Unreal, so check out our recaps of the [0:31] state of Unreal keynote to see where [0:32] games are going in the future as you [0:34] stick with IGN. Now, here's our [0:36] interview. [0:46] I think it's two things like one as you [0:48] say just like efficiency of of [0:50] development like games are getting [0:52] bigger, games are you know getting more [0:54] difficult. So like all the architectural [0:56] work we're doing on the engine should [0:58] just smooth things out. Not to mention [1:01] um you know like AI creation flows. We [1:03] showed some demos today. Uh you know [1:06] really should take a lot of the tedium [1:07] out of of game creation. Let people just [1:09] actually focus on the creative part [1:11] which which would be really nice. Uh, [1:13] and then the really cool thing will be [1:14] the uh I think we're kind of inventing a [1:16] new kind of economy here hopefully with [1:18] the interconnected interoperable assets [1:21] like between games which I think is uh I [1:24] don't know if it's never been done but I [1:26] haven't I haven't seen it done at scale [1:27] at least anyway but [1:29] yeah I'm really looking forward to the [1:31] increased simplicity. Yeah, I wrote the [1:33] first generation Unreal Engine and with [1:34] every generation out of necessity of [1:37] taking advantage of new features of [1:39] hardware and um expanding the engine's [1:42] capabilities, we we've made the engine [1:44] progressively more and more complicated [1:46] with every generation to the point where [1:48] it's like somewhat daunting to open up [1:49] Unreal Engine 5 and look at the you know [1:52] five level manested uh menus in some [1:55] cases. Um, and the C++ programming model [1:58] really requires expert level programming [2:01] that the great cleanup in Unreal Engine [2:04] 6 is to adopt diverse scripting language [2:07] that we've been pioneering in Fortnite [2:09] um with the Fortnite creator community [2:11] and bring that into UE6 as the primary [2:13] way to develop game gameplay code. So it [2:16] brings the ease of uh development of you [2:19] know an ease of programming that you [2:20] have in an engine like Unity or God um [2:24] together with the full power of of UE6 [2:27] um you know all the high-end AAA feature [2:30] sets and to tame um you know complexity [2:32] of the engine the ability to prompt a [2:35] lot of different systems and you know [2:37] have it help you create a particle [2:39] system and tweak it um enable you to [2:41] focus on on the the details that really [2:43] matter rather than the boiler plate of [2:45] creating and you know you redoing the [2:48] same road actions over and over is going [2:50] to be really freeing. Um yeah, I think [2:53] it'll bring back some of the magic that [2:54] we had in earlier days and some of the [2:56] magic that each engine had in its like [2:58] first few years before each engine grew [3:00] more complex is that it just of making [3:03] it really easy to create stuff and you [3:04] know giving the the user an immense [3:06] amount of creative freedom and the [3:07] feeling that they can exercise it pretty [3:10] easily without going off and spending [3:12] you know hours or or days on tutorials [3:15] and learning. [3:21] I mean, I think we've I think we've [3:23] actually been addressing it through 57 [3:25] and 5'8 even. Uh, and I think the trend [3:27] will continue through six, you know, [3:29] like we're a game developer, too. Um, [3:31] you know, Fortnite players have the same [3:32] issues as anyone else. And, you know, we [3:35] try to scale uh, you know, from mobile [3:37] all the way into high-end PC. So you see [3:38] initiatives we have like uh you saw [3:40] lumen light on stage uh you know as an [3:42] effort to like kind of bring the cost of [3:44] of of lumen down to be accessible to [3:46] more people for global dynamic [3:48] illumination. Uh we were showing off you [3:50] know mesh terrain where you can see [3:52] where new features we're building. Uh [3:54] you know that thing is built inherently [3:56] to scale from nanite to non-nanite [3:58] platform. So like when it when it cooks [4:00] down for a non-an platform, it it just [4:02] cooks down to regular meshes uh that [4:04] should run, you know, really efficiently [4:05] and more efficiently than the old uh [4:07] landscape system in in most cases. Uh so [4:09] it's really on our mind. I think you can [4:11] see, you know, games lag a little bit in [4:13] in shipping on engine releases, but as [4:16] more games kind of hit that 57 and 58 [4:18] mark, I think you'll already see a trend [4:20] uh toward toward um efficiency and then [4:24] just like I don't know, we have a ton of [4:26] stuff in the pipe uh as we progress [4:28] towards UE6 and that's going to land in [4:30] the engine as well. [4:31] >> Yeah, it's the cumulative set of [4:32] optimizations that have been done. Um, [4:34] we've, you know, Fortnite back on [4:36] mobile, we're putting a lot of effort [4:38] into optimizing, um, the engine for, you [4:40] know, so that a developer can ship a [4:42] game and run on everything from the [4:44] highest end hardware all the way down [4:45] to, you know, low-end Android and [4:48] several year old iPhones. And we we've [4:50] also come to an increasing appreciation [4:52] over time of the need to make the engine [4:54] automatically scale uh much more of the [4:56] content in the game. Um, you know, it's [4:58] always been the case that with enough [5:00] effort and um, you know, trickery a [5:02] developer could make their game run well [5:03] on on low-end devices, um, but the more [5:06] our systems like Nanite can [5:07] automatically scale, the better. Um, and [5:09] that's going to be a source of ongoing [5:10] attention. [5:12] >> Yeah. And I think on top of that, just [5:13] even more directly, like I think we're [5:15] going to continue to see um, just like [5:18] small teams being able to punch above [5:19] their weight. you take a look at like, [5:21] you know, Clare Obscure and and just a [5:23] day um you know, no law getting shown [5:26] off like really small teams doing really [5:27] really impressive stuff. I I think [5:29] you're only going to see that that trend [5:31] kind of accelerate as we go towards the [5:32] the U6 era. [5:40] Well, it's an unfortunate and completely [5:42] unexpected event um that AI would surge [5:46] so much and to uh place so much [5:49] competitive pressure on memory prices [5:50] and everything. Um to the point where [5:52] it's you know affecting significantly [5:54] affecting cost of gaming hardware. Um I [5:57] think it's a temporary effect but it is [5:59] like temporary over the next 2 or 3 [6:01] years. Um, I'm sure throughout Asia [6:04] there are massive fabs being built to [6:06] manufacture memory at scales that will [6:08] eventually relieve the supply pressure. [6:10] In the meantime, we're going to have to [6:12] be judicious um, and, you know, spend [6:15] more time optimizing and less uh, [6:18] knowing that we can count less on [6:19] Moore's law to uh, solve our problems [6:21] for us as, uh, the game industry uh, [6:24] like has always done um, with or without [6:27] an intention. [6:33] I I think its role is as as a helper [6:35] where it's useful, right? Like you go [6:39] look back at codegen tools back in last [6:40] November, they kind of weren't that [6:42] great. Like now they're pretty good, [6:44] right? So you can you can pretty easily [6:46] um put them into engineering pipelines, [6:49] right? I I think the main thing is uh [6:51] you know you want to make sure to [6:54] use AI to reduce all of the tedium all [6:57] the tedious tasks like I I don't know [6:59] like you don't need an engineer to go [7:02] and spend half a day doing root cause [7:04] analysis on a crash if you can you know [7:06] h have a thing do that for you for 20 [7:09] minutes uh and then tell them what's [7:10] going on and they can spend that time [7:12] optimizing the engine instead or like [7:14] helping a content creator or whatever. [7:16] So I think it's it's horses for courses [7:19] and um there'll be places where it's not [7:22] useful, there'll be places where it [7:23] won't. [7:24] >> Yeah. You know, the whole space is [7:25] moving so fast. Uh we early on [7:27] recognized that like Epic should just [7:30] broadly enable everybody to use the [7:32] tools they prefer and to plug them into [7:34] Unreal Engine in any way they want. Um [7:37] and so we didn't go out to build like [7:40] the Unreal Engine coding model. or [7:41] rather we uh we built an MCP server so [7:44] that people could run Claude code or [7:46] Gemini or whatever tool they prefer [7:48] connected in and um you know every week [7:51] or two there's going to be new new [7:53] capabilities coming out lots of [7:54] different companies competing and we [7:56] want to you know be able to support them [7:58] all um and really put the put each game [8:02] developer in charge of how they how they [8:03] want to integrate um you know the AI [8:06] tools into their pipelines um to get [8:08] maximum usefulness out of it and figure [8:10] out Um, you know, what what really does [8:13] it what really gets acceleration, you [8:16] know maximized? [8:24] >> Sure. I mean, we're building all the [8:25] pipelines in Unreal to maximally [8:28] preserve artistic intent. You can see, I [8:30] mean, we gave the demos. There was like [8:31] a video we did this morning. Like you [8:33] can see every step of the way, our [8:34] intention is um whatever gets built is [8:38] is a real Unreal scene that people can [8:41] tweak and make exactly the way they [8:43] wanted it to be. Uh rather than just [8:45] like, you know, typing into the prompt [8:46] and trying a million times to to get a, [8:48] you know, like whatever pops out, right? [8:50] It's, you know, it's really meant to [8:51] help people explore creatively more [8:54] quickly and then settle in on the [8:56] details of what they actually want and [8:57] then do the tweaks they need by hand, [8:59] like right in the in the engine. So uh [9:02] for us it's it's it's human control all [9:05] the way through the pipeline. [9:08] >> Yeah. Yeah. Exactly that. And you know [9:12] the gaming has always been driven by [9:14] great games built by great development [9:16] teams and that will continue to be the [9:18] case. You know every every generation [9:19] has had its way. You know it's [9:22] stereotypical lowquality games. um you [9:26] know from like just plain old bad games [9:29] to asset flips and now you know we'll [9:31] have AI slap but like you know the in [9:33] the hands of awesome you know [9:36] professional creators and you serious [9:38] indies [9:40] uh building a game uh these tools are [9:42] just an accelerant and uh you know just [9:45] as the industry moved from pixel art um [9:47] to Photoshop and then from 2D to 3D [9:50] these are just going to be ways of [9:51] making content more efficiently and um [9:53] avoiding the drudgery of, you know, [9:56] handwiring a giant blueprint um and [9:58] debugging really complicated problems in [10:00] a program. [10:07] I think that's for the you know model [10:08] providers to to sort out. Um a lot of [10:12] some of them are operating a loss such [10:14] that there's actually a higher cost than [10:16] they're charging um you know to try to [10:18] grow their businesses. Um then there are [10:20] trade-offs between local AI um and um [10:23] you know server based hosted AI. Um you [10:26] know I think the whole industry is going [10:28] to have to sort that out as a whole and [10:31] um you know our project Epic doesn't [10:33] have billions of dollars to invest in [10:35] building a leading edge model um to [10:36] compete with these things. So what we [10:38] what we can do is build you know an [10:40] awesome MCP interface so that uh every [10:43] one of them can talk to our engine and [10:45] uh so on and you know I think developers [10:47] and you know the market and um you know [10:52] are going to ultimately sort that out. [10:53] Um and that I think there's plenty of [10:55] incentive for everybody to do these [10:57] things efficiently. Um co cost is is [11:00] going to be formidable when you're using [11:02] a leading edge model at its maximum [11:04] capability. Um and you know optimizing [11:07] that is going to be a first class [11:09] objective for everybody. [11:16] You can't say that this is the first uh [11:18] time the industry has gone through a [11:19] shakeout because there have been many [11:20] before. I was a young gamer in the 1980s [11:23] when you know the Atari crash happened [11:25] and then uh I was a game developer and [11:29] um [11:30] uh you know in the transition from 2D [11:32] gaming to 3D um when suddenly a lot of [11:35] the games at the time that were being [11:37] built you know ended up not finding a [11:39] market for them and then um you know Bit [11:42] Torrent hit the industry pretty hard [11:43] too. Um there was a time when uh you [11:46] know the rumor industry rumor was that [11:48] crisis had sold 100,000 copies and that [11:51] 10 million people had played it. Um uh [11:54] yeah and the solution to that was you [11:56] know was multifaceted. um every you know [11:59] technology generation whether it's seven [12:02] or 10 years um you know changes [12:05] accumulate um such so much that um the [12:07] way people build games and play games [12:09] changes um and the answer can't be that [12:12] every generation we just spend you know [12:14] exponentially more on game development [12:17] um uh because you know the the market [12:19] doesn't always support that um and you [12:22] know I I think we've seen some very [12:24] specific problems with specific games [12:26] you know sometimes was a really big [12:27] budget game. Shiftton wasn't very good [12:30] um and didn't sell but much much more [12:32] often and we've seen here with a bunch [12:34] of the big multiplayer games um and [12:36] about a good game um uh but the market [12:39] dynamics prevented players from coming [12:43] in simultaneously with enough scale um [12:46] to make it viable you know and that [12:48] that's why I was really talking about in [12:50] you know Unreal fastest talks we we [12:52] should set aside like flukes where you [12:54] know a game didn't meet expectations of [12:56] gamers and just look at the more of the [12:58] structural changes and those are really [12:59] appreciable. The fact that games are [13:02] becoming increasingly multiplayer uh and [13:04] not just multiplayer but social where [13:06] you're getting together with your [13:07] friends and then you're deciding what to [13:09] do, what to play, h how to play it. Um [13:12] and you know the trend of you know the [13:14] gaming economy shifting more and more [13:16] like some people like it and some don't [13:18] but more and more towards um buying [13:20] things in games rather than buying in [13:22] buying games and in-game economy is [13:24] driving driving gaming especially at [13:26] scale and especially over long [13:28] durations. You know as you see with [13:29] these longlasting multiplayer games you [13:31] have much more of a winner take all [13:33] phenomena. It's really really hard for [13:35] any new entrant to compete with an [13:36] established game. um even if it is [13:38] incrementally better and then you know [13:40] after years of established games [13:42] continually reinvesting and making you [13:44] know their games better and better. It's [13:45] hard for a new entrant to compete with a [13:47] game that's had you know many years of [13:49] development and potentially billions of [13:51] dollars of development investment going [13:53] into it over time um you know with a [13:55] small team building a small game. Those [13:57] are the huge challenges and those are [13:58] generational and they're in a different [14:00] sort of challenges than we've seen in [14:02] the past. Each of them was kind of an [14:03] isolated problem that had a solution. [14:05] Um, and here the answer has got to be [14:07] pretty broad change in the way that [14:09] everybody goes about developing games. [14:11] We've got to develop, you know, better [14:12] games more consistently and we've got to [14:14] develop them a lot more efficiently. You [14:15] know, the only way that we can hope for [14:17] new games coming onto the market um to [14:19] be able to succeed when there's so much [14:22] metastases [14:26] and the really big games, you know, [14:27] Fortnite and Roblox and PUBG Mobile and [14:30] um, you know, a few other really huge [14:32] ones. Um, it's got to be that those [14:34] games get momentum by connecting to the [14:36] economies and other games. Um, I think [14:39] that can really reinvigorate the market [14:40] if people are constantly um looking to [14:43] new games as sources of new items that [14:45] they can own everywhere um and able to [14:48] really easily move together with their [14:50] friends. And you know, I I think we we [14:52] it shouldn't be understated how badly [14:54] broken the social ecosystem is in gaming [14:57] as a whole. Most games now are broadly [15:00] multiplatform. [15:02] uh you have a lot of games that are [15:03] across mobile, you have a lot of games [15:05] that are across PC and console, and then [15:07] you have games that are across all [15:08] platforms like Fortnite is um and Roblox [15:11] is where literally the game is on every [15:13] platform everywhere in the world for [15:16] those to compete against that sort of uh [15:19] sort of thing. You've got to build games [15:20] that run everywhere and you've got to be [15:22] able to um have social connections that [15:25] work everywhere. You know, like if you [15:27] look at Epic and a number of other [15:28] independent multiplatform game [15:30] developers, we built social ecosystems [15:32] for that. Your Fortnite friends, your [15:34] friends across all platforms. You can [15:36] connect with them. Uh, you know, an iOS [15:38] player, an Android player, an Xbox, [15:40] PlayStation, and Switch player, and a PC [15:42] player. We bled for that. We had a [15:44] pretty big confrontation with Sony and [15:46] which we ultimately got crossplatform [15:48] play across consoles sorted out um in [15:51] 2018 and we're grateful for that and the [15:53] industry is better off for it. But still [15:56] most game developers are you know locked [15:59] into these single platform ecosystems. [16:02] Xbox voice chat doesn't chat with [16:04] PlayStation voice chat and Nintendo is a [16:06] separate thing still. All these players [16:08] in Steam can't talk to their friends on [16:10] Xbox and PlayStation unless they're [16:12] playing a big game that's developed at [16:13] Bespoke uh as a custom system. And so, [16:16] you know, one of the one of the [16:18] solutions to this has to be making [16:19] social work across all platforms [16:21] natively and naturally and getting all [16:23] the platform makers uh and all the big [16:25] game makerers to work together to make [16:27] that happen. Um, let's talk about an [16:28] unreal fest. I think it's in everybody's [16:31] interest to do so and like massively so. [16:34] I think every platform would have a lot [16:37] more engagement um and every game acting [16:39] ecosystem would have a lot more [16:40] engagement um if we connected things [16:42] like literally I think Xbox not not just [16:45] Epic and you name all the top game [16:46] developers uh Epic and Roblox um you [16:50] know and Riot um Tencent and uh EA um [16:54] you know all the different studios [16:56] within Microsoft we'd all be better off [16:58] if we connected our stuff um and we'd [17:00] all be making more money and our gamers [17:01] would be happier so it'll be just a [17:03] great outcome for the