Tim Sweeney, CEO of Epic Games, gets it. While many in the gaming scene still oppose AI, he primarily sees its advantages: ideas that would otherwise be labor-intensive to produce can be brought to life in a very short amount of time. AI acts as an enabler, allowing creativity to be realized more quickly - it is by no means a hindrance. The acceleration we have witnessed in other fields is set to revolutionize the gaming industry as well; we are about to see an explosion in intellectual output.
The games we've long wanted, which didn't exist because they'd cost several times more to make than they'd earn back, will soon become possible. As will the games developers wanted to build, but couldn't with the resources available. It'll be a new golden age of gaming.

Oct 18, 2026 · 8:09 AM UTC

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Replying to @kimmonismus
Ai is definitely an enabler. It's the biggest enabler of theft in the history of creation.
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Replying to @kimmonismus
solo devs can finally build the games they always dreamed of
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Replying to @kimmonismus
You have clearly forgotten that the result is not everything. If it was, people would do absolutely anything to achieve results (like child labour, slavery etc). But Epic already used a very questionable business model in Fortnite, so I'm not surprised Sweeney has this kind of mentality.
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Replying to @kimmonismus
At the birth of the indie revolution a lot of people didn’t like the advent of tools like Game Maker, unity, flash as it allowed “unskilled” developers to make games that were not proper games…this is less than 20 years ago…
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Replying to @kimmonismus
Gaming should be the first industry that should integrate AI at high level
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Replying to @kimmonismus
Lower production costs have never made executives braver. It usually just means funding the same safe games with fewer people
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Replying to @kimmonismus
the anti ai crowd in gaming keeps ignoring that small teams get the biggest lift here. what does a 5 person studio ship now that was impossible two years ago?
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Replying to @kimmonismus
AI cuts labor costs for content creation. Humans still deliver core good ideas, tools only amplify output efficiency.
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Replying to @kimmonismus
Since you feel so strong about AI enabling ppl. Please explain why anyone would want to create anything anymore if AI bros keep ripping ppls ideas the moment they announce their game/show a demo. These AI scammers ruin the gaming industry, not enabling anything. (Not saying AI can't be useful for certain fields in production)
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Replying to @kimmonismus
what our team of 6 is doing would not be possible without all these AI tools. It wouldn't be possible with 600 staff.
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Replying to @kimmonismus
in times when we watch fly brains fly through infinite generated worlds, you just can't miss this idea
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Replying to @kimmonismus
Indie devs will finally be able to build massive worlds on tiny budgets.
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Replying to @kimmonismus
The loudest anti-AI gamers are going to end up playing the best indie game of 2028, built by three people and a stack of agents. Small studios are about to punch way above their weight.
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Replying to @kimmonismus
Sweeney's point is about the cost curve: games that never got greenlit because the budget exceeded the likely return. The open question is whether cheaper production just floods Steam, making discovery the new bottleneck.
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Replying to @kimmonismus
the real shift: small teams can now test 10 ideas in the time it used to take to build 1. picking which one is worth finishing is still a fully human skill.
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Replying to @kimmonismus
every game will have assassin creed like parkour mechanics.
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Replying to @kimmonismus
speed pays off most before the art pass. a playable grey-box in a day tells you if the loop is fun, and that's where most game ideas die anyway
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Replying to @kimmonismus
Finally, games that were too expensive to make can be too expensive to buy.
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Replying to @kimmonismus
speed is everything right now
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Replying to @kimmonismus
that holds when AI reduces expensive production work that creates value for players enough to make the game viable at a price they will pay. lower costs alone do not solve discovery or retention.
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Replying to @kimmonismus
The cost argument is real. The catch is discovery: if making a game gets 10x cheaper, getting anyone to notice yours gets 10x harder.
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Replying to @kimmonismus
verdict: the speed cuts both ways, and this week proved it. escape the walls got cloned on roblox one day after its footage went viral, some cloners said they used claude, and the original isn't even out. my bet: the next fight in gaming isn't AI vs no AI, it's who ships first
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Replying to @kimmonismus
"games that would cost more to make than they'd earn back" is the real line. that's basically every niche game idea indie devs have been sitting on for years
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Replying to @kimmonismus
Of course he sees the advantages since he already owns a successful gaming company and can leverage it to his own example
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Replying to @kimmonismus
sweeney treating AI as an enabler is refreshing
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Replying to @kimmonismus
Labor-intensive ideas getting cheap to prototype is the part studios should be most excited about. Did he say anything about small indie teams specifically?
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Replying to @kimmonismus
A lot of these gaming studios who don’t impress AI will close.
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Replying to @kimmonismus
a lot of those are gonna come from one person building at night after the kids are asleep
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Replying to @kimmonismus
Game developers should be the first people to embrace AI. Games are inrrently complex, and if you want to make patch notes history, you have to use AI tools.
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Replying to @kimmonismus
If AI can lower prototyping costs, small teams could try more ideas they previously couldn’t risk building. Which kinds of games do you think would benefit first?
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Replying to @kimmonismus
yess the games that were too weird to ever get a budget are the ones i want
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Replying to @kimmonismus
He's been consistent on this. Last November he said 'Made with AI' tags make no sense for game stores because AI will be involved in nearly all future production, while Steam has required generative AI disclosures on store pages since January 2024.
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Replying to @kimmonismus
The labour intensive part was always the gate. When a prototype costs an afternoon instead of a month, studios can afford to test the weird ideas, and that's usually where the good games come from.
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Replying to @kimmonismus
Yeah, many would learn to use less shortcomings in their works to point that using GenAI is unnecessary Glad we're in the same page
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Replying to @kimmonismus
the part of sweeney's take i buy most isn't the golden age line, it's prototyping. big games spend most of dev time unplayable and only find out late whether it's fun. making that step cheap is where ai helps first
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Replying to @kimmonismus
Lo de que Steam se va a llenar de juegos ya pasó sin IA: en 2016 salieron unos 4.600 y en 2025 más de 21.000. Aun así Balatro, un juego de cartas de una sola persona, vendió 5 millones en menos de un año. Lo bueno se sigue encontrando. Lo que cambia es cuánta gente lo intenta.
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