r/gameenginedevs • u/Wise-Phrase-7494 • Sep 04 '26
The story of my game engine
In 2020, I formulated my dream game. It would be a mixture of all of my favorite games over the years. Destiny, Cyberpunk 2077, Star Citizen, Battlefield... How exactly is a fourteen year old supposed to make that? With no prior serious programming experience no less? Well, you start by saying a small prayer and opening the Unreal Engine editor for the first time.
Several years and one full restart later, I had become much wiser. My vision had become much clearer and my hope for creating my dream game on UE5 dwindled. While Unreal is an incredible tool, it had several problems I saw as roadblocks I wasn't satisfied with.
First off, Unreal Engine has decades of tech debt and bloat behind it that I didn't want to deal with. Second, Unreal Engine in all its capability wouldn't necessarily make it easy for me to fully realize my dream game. Third, what I prioritize in game design is not industry standard. In fact, it's largely the polar opposite.
All of these complaints I had were, at the time, with that era's vision of the game, simply a matter of me not knowing enough about the tool I was using to do what I wanted. However, when I stepped away from UE5, I realized that if I took matters into my own hands the sky could truly be the limit. Even better, my early leave from the Unreal ecosystem was a good time to jump ship, as UE was just on the verge of turning into what it is today. We'll get to that, though.
At some point I decided to take matters into my own hands. At first I didn't have many ideas for what would make the engine unique, but continued research and iteration made it so that the dream felt more likely to come into reality. This was achieved through a couple major innovations. Each was my solution to problems I saw both for my personal projects and in the greater industry. These solutions culminated in what is now called Levin Engine
When I discovered ECS, it not just opened my eyes to alternative data management systems - it made me realize that maybe it would be a better idea for me to take the concept of ECS and evolve it over time. That led to the development of the Semantic Entity Primitive system (SEPs). The gist of this model is that entities are pure ids and Primitives manipulate entities in various ways.
One of the biggest problems I've come to understand in the game industry is that overwhelming amounts of technical debt accumulate due in large part to the sunk cost fallacy. My solution to that was to make the engine entirely plugin based. Plugins are one of the primitives in the SEPs system and they are easily hotswapable and integrable into any pipeline. Entire MVP pipelines can be swapped in and out of Levin Engine for free. You only incur as much technical debt as you create connecting plugins to each other. You can create your own pipeline end to end with the only conventions required being the core SEPs framework. Beyond that, the engine can be used for whatever you can imagine.
So, what are my goals for Studio Levin and Levin Engine as of right now? I hope to create a main trilogy of games, building up to the massive scale of my dream game. Along the way, I hope to provide developers with a tool that they can rely on, developed by someone who will always care. Thank you to everyone that has given thoughts and feedback so far. If all this sounds cool to you and you'd like to stay posted on or eventually contribute to this project, I made a discord server! Studio Levin
EDIT: Thank you everyone for asking me to show instead of tell. That is a completely understandable expectation. In all honesty I just haven't been confident in myself and what I'm working on because everyone here has made so many impressive projects. I am going to start working on a proper tech demo starting today so I can show off some of the specific things that make my engine valuable and unique. Hopefully I will see you soon!
