跳到正文
Wccftech· Alessio Palumbo·· 1 天前AI 评分54

Epic Games 转向最大 AI 加速 Tim Sweeney 称目标是更好游戏而非更少人力

Epic Games Is Retooling for “Maximum AI Acceleration,” But Tim Sweeney Insists the Goal Is Better Games, Not Fewer People

AI 导读

Epic Games 创始人 Tim Sweeney 在 X 表示公司正重组开发者以最大 AI 加速,目标不是用更少人做同量事而是做更多更好内容。他称 AI 让原型到试玩更快,预计明年效率至少 3 倍于 2026 年 1 月,并透露 UE5.8 带 MCP 插件、UE6 抢先体验瞄准 2027 年底。

正文

A few hours ago, Epic Games founder and majority shareholder Tim Sweeney spoke on X about his company's ongoing changes driven by the AI revolution. First and foremost, Sweeney clarified that his goal is not to replace human employees with AI tools, but to empower them to create more and better game content and to enable Unreal Engine developers to do the same.

We have a huge pivot underway here at Epic, moving developers around to retool for maximum AI acceleration. The aim isn't to do the same stuff with fewer people, but to enable everyone here to build MORE and BETTER stuff, and to bring the benefits to all teams using Unreal.

According to the programmer, the greatest improvement brought on by AI tools is the accelerated prototype creation. Sweeney said that most of the recent triple-A failures were caused by the traditionally lengthy process leading up to initial playtesting.

The biggest change will be much faster time from having an idea to playtesting it. This will be great for gameplay, as most of the recent AAA failures can be attributed to game systems going through far too much of their development process without being able to playtest.

When asked how much developers could expect AI integration to accelerate development times, Sweeney replied:

Right now, it's highly variable, from 20% in some areas (like the most technical areas of UE dev) to 5x for other areas (like web dev). By this time next year, I expect very little will be less than 3x of January 2026 efficiency.

A follower half-jokingly asked if he was preparing Epic Games for an IPO (Epic is a private company, to which he countered:

Our more modest aim is to survive the AI revolution, help other developers do the same, and come out on the other end making better code and content faster.

Unsurprisingly, some of the replies weren't so kind. A solo developer told Sweeney he couldn't read the room, referring to the well-known fierce anti-AI backlash from parts of the gaming community. To this, the Epic Games president replied that "the room" doesn't realize times have changed, and shared his optimism about the AI revolution, reiterating his previous comment that it will be an accelerant for "real creators".

Much of the room wants it to be 2016 again, but it's not. Our job, as the provider of tools and technology to much of the industry, is to design for the present that is and the future that will soon be. Personally, I'm optimistic about it and see it as empowering for creators.

Last but not least, he claimed that in about a year's time, at least 90% of total playtime will be spent on games developed with the assistance of AI tools.

Sweeney's comments reflect a strategy Epic has already been putting into practice for some time. At Unreal Fest, he revealed that Unreal Engine 5.8, the last planned major release of the UE5 line, would ship with a Model Context Protocol (MCP) plugin that lets developers connect any large language model to core engine systems, including Blueprints, assets, levels, materials, and meshes.

For now, it's an experimental plugin and it isn't even enabled by default. However, Epic has presented it as particularly important for Unreal Engine 6, where LLM integration is set to become a central part of the creation pipeline. Epic is targeting early access for Unreal Engine 6 by the end of 2027, with a full release 12 to 18 months later.

Alessio Palumbo Photo

About the author: With over two decades of experience in gaming journalism, Alessio Palumbo has led the gaming vertical at Wccftech since August 2015. He started working at a young age for Italian websites like Everyeye.it, Gamestar.it, Nextgame.it, and Multiplayer.it before kickstarting the indie English-language publication Worlds Factory as its founder and Editor in Chief. In the last decade, he has coordinated the overall output of Wccftech's gaming section, managed PR relations, assigned reviews, produced daily news coverage, edited gaming content as needed, and delivered game reviews. Arguably, his trademark content is the long series of exclusive developer interviews that have been cited by Wikipedia and by the biggest news media and gaming publications. His passion for technology also makes him knowledgeable when it comes to gaming hardware and tech. His favorite genres include RPGs, MMORPGs, and action/adventure games.

Follow Wccftech on Google to get more of our news coverage in your feeds.

来源:Wccftech · wccftech.com