Hey Tim, I think you guys should start working on Unreal Engine 7.
LLMs have hit the video game industry like an atomic bomb. Few industries are experiencing such a dramatic transformation in how work gets done, especially across so many specialized disciplines.
After spending several months working with Rider, Codex, and now MCP, Unreal Engine feels completely outdated. It’s a strange feeling to be working with incredibly advanced AI technology while using tools and workflows that suddenly feel obsolete.
Unreal was designed for teams of specialized human developers, where all those boxes, nodes, and wires made perfect sense. But that entire approach needs to be reconsidered.
Unreal Engine 6 might be a step forward, but I wouldn’t invest too heavily in it. What we really need is a complete rethink of how the engine works and how games are developed.
For a game designer like me, LLMs haven’t replaced my role. In fact, the way I work hasn’t fundamentally changed at all.
I used to write a game design document, and programmers, UX designers, and art directors would turn those ideas into reality.
The technical work—writing perfect syntax, configuring parameters buried in nested menus, resolving compilation dependencies—was always a means to an end, never the end itself.
Talking to Codex through Rider’s chat—whether it’s to request an additional feature, report a bug, or point out something it got wrong—feels almost exactly like talking to a programmer on Slack at work.
The tools are changing dramatically. The creative process feels remarkably familiar.