Arjan Brussee wants to build a European game engine to dodge US trade war fallout. The pitch sounds logical, but can a European game engine compete with Godot? The mechanics of engine adoption make it an uphill battle.
When asking if a European game engine can compete with Godot, the immediate answer is no—The Immense Engine, a proposed European platform led by Guerrilla Games co-founder Arjan Brussee, cannot currently match it. Godot’s open-source MIT license creates a zero-cost, zero-lock-in adoption loop that a new proprietary engine, regardless of its geographic origin, mathematically cannot replicate in its first five years. Brussee’s goal is defensive: insulate European studios from US trade policy by decoupling from American infrastructure like Unreal Engine and Unity.
The core tension isn't rendering fidelity or physics simulation—it's the MIT license mechanism. Godot won by removing permission gates. Developers fork it, modify it, and ship commercial products without ever contacting the foundation. If a European competitor wants to enter the space, it has to answer a question Godot never had to: *Why should a solo dev or mid-size studio accept your licensing terms and ecosystem lock-in when a free, proven alternative exists?*
The First-Hour Priority: Understanding the Lock-In Trap
If you are a developer evaluating The Immense Engine for a future project, your first hour of research should ignore the rendering pipeline. Focus entirely on the licensing and export mechanism.
Brussee, a former Epic Games technical director, understands Unreal's architecture intimately. He knows how Unreal’s revenue-share model and Unity’s past runtime fee attempts created friction. But friction alone doesn't drive migration; a viable exit does. Godot provides that exit. To compete, The Immense Engine must publish its licensing structure on day one. If it relies on a proprietary license to fund development, it will immediately lose the indie tier—the exact demographic that fuels engine ecosystem growth via plugins, tutorials, and community troubleshooting.
Do not assume "European" means "open." Verify the source code availability before writing a single line of prototype code.

Core Mechanics of Engine Progression
Game engines do not grow via features. They grow via dependency chains. A studio picks an engine because it needs a specific tool. That tool requires compatible asset pipelines. Those pipelines dictate hiring requirements. Within 18 months, switching engines costs more than building the game itself.
Godot spent a decade building this chain at near-zero financial risk to adopters. The Immense Engine starts at zero. To accelerate progression, it would need to import existing Godot or Unreal ecosystem plugins—a technical challenge due to API incompatibilities—or pay studios to build native tools. Neither path scales without massive, sustained capital.
The real issue is scope. Brussee’s actual stated goal is narrower than directly rivaling Unreal’s AAA fidelity—his focus is protecting European independence. This defensive posture makes competing for mindshare against an offensive, community-driven project like Godot even harder. Godot owns the community-driven adoption path that new engines need to survive.

Beginner Mistakes to Avoid When Evaluating New Engines
If you are tempted to wait for The Immense Engine’s early access, avoid these three errors:
- Mistake 1: Conflating geopolitical urgency with technical readiness. Trade war risks are real and documented—console price increases tied to data center demands prove hardware supply chains are volatile. But a politically necessary tool is not automatically a functionally superior one. Build in Godot today; port later if the European engine proves stable.
- Mistake 2: Over-weighting founder pedigree. Brussee co-founded Guerrilla Games. That pedigree proves he can manage a studio building on existing engines. It does not prove he can architect a cross-platform engine from scratch that competes with thousands of community contributors.
- Mistake 3: Assuming studio adoption will trickle down. If a major European publisher mandates The Immense Engine internally, that creates jobs, not community. Proprietary engines rarely spawn vibrant public ecosystems because the knowledge remains siloed. Your access to tutorials, plugins, and troubleshooting will lag years behind Godot.

Settings Guidance: What to Watch Before Committing
When The Immense Engine releases documentation, filter it through this checklist:
- Export targets: Does it support PC, consoles, and web out of the box, or will console export require separate negotiated SDKs? Godot’s export mechanism is one-click for most standard targets.
- Rendering backends: Check the support matrix for major graphics APIs. If it lacks legacy backend support, older hardware targeting becomes impossible.
- License text: Proprietary, GPL, MIT, or custom? MIT remains the gold standard for risk-averse adoption.
Do not trust feature roadmaps. Trust what compiles and runs on your machine today.

Clear Next Steps
For new developers asking if they should hold off on learning Godot in anticipation of a European alternative: do not wait. Download Godot. Complete a small, shippable project—anything under 5 minutes of gameplay. The mechanical knowledge transfers conceptually to almost any engine. The specific API knowledge will not, but that is why you build small first.
Bookmark The Immense Engine’s progress. Revisit only when it has a public repository, a compiled binary you can run without an NDA, and a license text you can read without a lawyer. Until then, Godot is the only engine that eliminates the exact lock-in risk Brussee is trying to solve for.
FAQ
Can a European game engine compete with Godot?
Not in its current conceptual stage. Godot’s mature ecosystem and MIT license give it a structural advantage that a new proprietary European engine cannot replicate quickly.
Who is behind The Immense Engine?
Arjan Brussee, a co-founder of Guerrilla Games and a former technical director at Epic Games, is leading the initiative to establish a European game engine.
Why is a European game engine being proposed now?
The project is a direct response to US trade war dynamics. Recent console price increases tied to data center competition have highlighted the vulnerability of relying entirely on American technology infrastructure.
How does it compare to Godot technically?
Technical comparisons are impossible to make currently. The Immense Engine is in early stages, whereas Godot is a mature, production-ready engine with thousands of shipped titles.
Will The Immense Engine be open source?
The licensing model has not been announced. This is the single most important variable for its competitiveness against Godot’s MIT license.





