{"id":2177446,"date":"2026-10-03T14:47:09","date_gmt":"2026-10-03T11:47:09","guid":{"rendered":"https:\/\/analyse.optim.biz\/?p=2177446"},"modified":"2026-10-03T14:47:09","modified_gmt":"2026-10-03T11:47:09","slug":"capcom-plans-to-evolve-re-engine-into-an-ai-generation-game-engine","status":"publish","type":"post","link":"https:\/\/analyse.optim.biz\/?p=2177446","title":{"rendered":"Capcom plans to evolve RE Engine into an &#8220;AI-generation game engine&#8221;"},"content":{"rendered":"<article class=\"article \" data-ads=\"true\" data-article-type=\"news\" data-article-group=\"news\" data-paywalled=\"false\" data-premium=\"false\" data-sponsored=\"false\" data-type=\"article\">\n<header class=\"article_header\" data-component=\"article-header\">\n<div class=\"breadcrumbs\">\n<nav class=\"nav_breadcrumbs\" data-component=\"nav-breadcrumbs\" aria-label=\"Breadcrumb\">\n<ul class=\"nav-links\">\n<li>\n                <a href=\"https:\/\/www.eurogamer.net\/\" data-active=\"false\"><br \/>\n                      Home<br \/>\n                <\/a>\n            <\/li>\n<li>\n                <a href=\"https:\/\/www.eurogamer.net\/news\" data-active=\"false\"><br \/>\n                      News<br \/>\n                <\/a>\n            <\/li>\n<\/ul>\n<\/nav><\/div>\n<div class=\"headline_details\" id=\"main-content\">\n<h1 class=\"title\">Capcom plans to evolve RE Engine into an &#8220;AI-generation game engine&#8221;<\/h1>\n<p class=\"strapline\">Umbrell-AI.<\/p>\n<\/p><\/div>\n<div class=\"headline_asset\">\n<figure class=\"headline_image_wrapper\">\n<p>        <img fetchpriority=\"high\" decoding=\"async\" class=\"headline_image\" src=\"https:\/\/assetsio.gnwcdn.com\/capcom-q1.jpg?width=570&amp;quality=85&amp;format=jpg&amp;dpr=3&amp;auto=webp\" alt=\"Pragmata and Resident Evil Requiem custom head for 2026 Q1 financial report.\" loading=\"eager\" data-uri=\"capcom-q1.jpg\" data-lightbox width=\"570\" height=\"321\"><figcaption>\n          <span class=\"attribution\">Image credit: <cite>Eurogamer<\/cite><\/span><br \/>\n        <\/figcaption><\/figure>\n<\/p><\/div>\n<div class=\"metadata\">\n<div class=\"avatar\">\n<p>    <img loading=\"lazy\" decoding=\"async\" alt=\"Vikki Blake avatar\" src=\"https:\/\/assetsio.gnwcdn.com\/1533038852.jpg?width=2048&amp;height=2048&amp;fit=bounds&amp;quality=85&amp;format=jpg&amp;auto=webp\" style=\"aspect-ratio: 1\" width=\"180\" height=\"179\"><\/p>\n<p>  <img alt=\"Vikki Blake avatar\" data-autosize=\"crop_lossy\" data-uri=\"1533038852.jpg\" loading=\"lazy\" style=\"aspect-ratio: 1\" width=\"180\" height=\"179\">\n<\/div>\n<div class=\"text\">\n<div class=\"byline\">\n                  <span class=\"article_type\" data-slug=\"news\"><br \/>\n                    News<br \/>\n                  <\/span><\/p>\n<p><span class=\"by\">by<\/span> <span class=\"author\"><a href=\"https:\/\/www.eurogamer.net\/authors\/vikki-blake\">Vikki Blake<\/a><\/span>                    <span class=\"job_title\"><br \/>\n                      Contributor<br \/>\n                    <\/span>\n            <\/div>\n<div class=\"published_at\">\n<p>Published on   <time datetime=\"2026-10-03T14:47:09+00:00\" data-auto-time-zone=\"true\" data-year=\"numeric\" data-month=\"short\" data-day=\"numeric\" data-hour=\"numeric\" data-minute=\"numeric\">Oct. 3, 2026, 2:47 p.m.<\/time>\n              <\/div>\n<\/p><\/div>\n<div class=\"header_actions\">\n<p>  <a class=\"button outline wide preferred_source_button\" data-component=\"preferred-source-button\" href=\"https:\/\/www.google.com\/preferences\/source?q=eurogamer.net\" rel=\"nofollow noopener\" target=\"_blank\"><br \/>\n    <span class=\"logo\" aria-hidden=\"true\"><\/span><br \/>\nPrioritise us on Google  <\/a>\n          <\/div>\n<\/p><\/div>\n<\/header>\n<div class=\"article_body\" data-component=\"article-content\">\n<div class=\"article_body_content article-styling\" data-autopogo>\n<p>Capcom wants to transform its in-house RE Engine into what it&#8217;s calling an &#8220;AI-generation game engine&#8221;.<\/p>\n<p>As reported by <a href=\"https:\/\/gamebiz.jp\/news\/433531\">gamebiz<\/a> (via <a href=\"https:\/\/www.videogameschronicle.com\/news\/capcom-details-plans-to-evolve-re-engine-into-an-ai-generation-game-engine\/\">VGC<\/a>), programmer Satoshi Ishida outlined the plans at the &#8220;Capcom Open Conference RE:2026&#8221; event yesterday (2nd October), explaining that the changes were coming as part of an ongoing overhaul dubbed the REX Project.<\/p>\n<p>RE Engine has been in development since 2014 and made its debut in Resident Evil 7 back in 2017. It&#8217;s since been the engine behind the best part of 30 Capcom titles.<\/p>\n<figure>\n<div class=\"primis_wrapper\">\n<div class=\"primis_video\">\n<p><span class=\"embed_placeholder\" data-type=\"targeting\" style=\"display: none\"><br \/>\n<span class=\"message\">To see this content please enable targeting cookies.<\/span><br \/>\n<button class=\"optanon-show-settings link\"><br \/>\nManage cookie settings<\/button><\/span> <\/div>\n<\/div><figcaption>Pragmata &#8211; Official Mega Man Pack Trailer | Capcom Spotlight TGS 2026.<a class=\"video\" href=\"https:\/\/www.youtube.com\/watch?v=WlT0FMieEcE\" rel=\"noopener\" target=\"_blank\">Watch on YouTube<\/a><\/figcaption><\/figure>\n<p>Ishida pointed to three challenges driving the REX Project \u2013 one, games have grown so large in scope and data volume that build and iteration times are slowing development down; two, RE Engine is now used by over 2,000 developers, including international staff and people coming from other engines, requiring better multilingual and accessibility support; and three, AI needs to be built into the development pipeline rather than bolted on.<\/p>\n<p><span class=\"injection_placeholder\" data-position=\"1\"><\/span><\/p>\n<p>That&#8217;s why Capcom intends to bundle several new systems into the REX Project, including RE:Dox, which standardises data processing across formats, RE:UI, which speeds up development tools by separating appearance from state, and RE:Log, which swaps text-based logging for an ID-based system.<\/p>\n<p>He also talked about RE:Flows, a visual scripting tool that automatically converts to standard code; and RE:Runtime, a reworked runtime core built around batch processing for large numbers of characters, alongside a new optimised execution layer called RE:C++.<\/p>\n<p>Ishida&#8217;s goal is to create an engine where AI can understand and generate code, run automated test plays to catch bugs, and support development directly, working towards what he called a future where teams &#8220;create games together with AI&#8221;. Capcom says it has already open-sourced some of the underlying technology to help with AI training.<\/p>\n<p>The announcement follows comments Capcom made back in June, when it told investors its use of generative AI was intended &#8220;to improve the efficiency of routine operations so that our developers can devote more time to essential value creation&#8221;, while stressing that <a href=\"https:\/\/www.eurogamer.net\/capcom-generative-ai-use\">&#8220;the creativity at the core of such experiences should be handled by humans&#8221;<\/a>.\n<\/p>\n<p>In related news, <a href=\"https:\/\/www.eurogamer.net\/games\/monster-hunter-wilds\">Monster Hunter Wilds<\/a>&#8216; <a href=\"https:\/\/www.eurogamer.net\/monster-hunter-wilds-nintendo-switch-2-release-date\">upcoming Switch 2 port<\/a>, with all its free DLC updates &#8211; including new monsters &#8211; will be available 4th December. It&#8217;s set to arrive with local co-op.<\/p>\n<\/p><\/div>\n<\/p><\/div>\n<\/article>\n<div class=\"article_body\" data-component=\"article-content\">\n<div class=\"article_body_content article-styling\" data-autopogo>\n<p>Capcom wants to transform its in-house RE Engine into what it&#8217;s calling an &#8220;AI-generation game engine&#8221;.<\/p>\n<p>As reported by <a href=\"https:\/\/gamebiz.jp\/news\/433531\">gamebiz<\/a> (via <a href=\"https:\/\/www.videogameschronicle.com\/news\/capcom-details-plans-to-evolve-re-engine-into-an-ai-generation-game-engine\/\">VGC<\/a>), programmer Satoshi Ishida outlined the plans at the &#8220;Capcom Open Conference RE:2026&#8221; event yesterday (2nd October), explaining that the changes were coming as part of an ongoing overhaul dubbed the REX Project.<\/p>\n<p>RE Engine has been in development since 2014 and made its debut in Resident Evil 7 back in 2017. It&#8217;s since been the engine behind the best part of 30 Capcom titles.<\/p>\n<figure>\n<div class=\"primis_wrapper\">\n<div class=\"primis_video\">\n<p><span class=\"embed_placeholder\" data-type=\"targeting\" style=\"display: none\"><br \/>\n<span class=\"message\">To see this content please enable targeting cookies.<\/span><br \/>\n<button class=\"optanon-show-settings link\"><br \/>\nManage cookie settings<\/button><\/span> <\/div>\n<\/div><figcaption>Pragmata &#8211; Official Mega Man Pack Trailer | Capcom Spotlight TGS 2026.<a class=\"video\" href=\"https:\/\/www.youtube.com\/watch?v=WlT0FMieEcE\" rel=\"noopener\" target=\"_blank\">Watch on YouTube<\/a><\/figcaption><\/figure>\n<p>Ishida pointed to three challenges driving the REX Project \u2013 one, games have grown so large in scope and data volume that build and iteration times are slowing development down; two, RE Engine is now used by over 2,000 developers, including international staff and people coming from other engines, requiring better multilingual and accessibility support; and three, AI needs to be built into the development pipeline rather than bolted on.<\/p>\n<p><span class=\"injection_placeholder\" data-position=\"1\"><\/span><\/p>\n<p>That&#8217;s why Capcom intends to bundle several new systems into the REX Project, including RE:Dox, which standardises data processing across formats, RE:UI, which speeds up development tools by separating appearance from state, and RE:Log, which swaps text-based logging for an ID-based system.<\/p>\n<p>He also talked about RE:Flows, a visual scripting tool that automatically converts to standard code; and RE:Runtime, a reworked runtime core built around batch processing for large numbers of characters, alongside a new optimised execution layer called RE:C++.<\/p>\n<p>Ishida&#8217;s goal is to create an engine where AI can understand and generate code, run automated test plays to catch bugs, and support development directly, working towards what he called a future where teams &#8220;create games together with AI&#8221;. Capcom says it has already open-sourced some of the underlying technology to help with AI training.<\/p>\n<p>The announcement follows comments Capcom made back in June, when it told investors its use of generative AI was intended &#8220;to improve the efficiency of routine operations so that our developers can devote more time to essential value creation&#8221;, while stressing that <a href=\"https:\/\/www.eurogamer.net\/capcom-generative-ai-use\">&#8220;the creativity at the core of such experiences should be handled by humans&#8221;<\/a>.\n<\/p>\n<p>In related news, <a href=\"https:\/\/www.eurogamer.net\/games\/monster-hunter-wilds\">Monster Hunter Wilds<\/a>&#8216; <a href=\"https:\/\/www.eurogamer.net\/monster-hunter-wilds-nintendo-switch-2-release-date\">upcoming Switch 2 port<\/a>, with all its free DLC updates &#8211; including new monsters &#8211; will be available 4th December. It&#8217;s set to arrive with local co-op.<\/p>\n<\/p><\/div>\n<\/p><\/div>\n","protected":false},"excerpt":{"rendered":"<p>Home News Capcom plans to evolve RE Engine into an &#8220;AI-generation game engine&#8221; Umbrell-AI. Image credit: Eurogamer News by Vikki Blake Contributor Published on Oct. 3, 2026, 2:47 p.m. Prioritise us on Google Capcom wants to transform its in-house RE Engine into what it&#8217;s calling an &#8220;AI-generation game engine&#8221;. As reported by gamebiz (via VGC), [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[1],"tags":[226,253],"class_list":["post-2177446","post","type-post","status-publish","format-standard","hentry","category-uncategorized","tag-crawlmanager","tag-eurogamer-net"],"_links":{"self":[{"href":"https:\/\/analyse.optim.biz\/index.php?rest_route=\/wp\/v2\/posts\/2177446","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/analyse.optim.biz\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/analyse.optim.biz\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/analyse.optim.biz\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/analyse.optim.biz\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=2177446"}],"version-history":[{"count":0,"href":"https:\/\/analyse.optim.biz\/index.php?rest_route=\/wp\/v2\/posts\/2177446\/revisions"}],"wp:attachment":[{"href":"https:\/\/analyse.optim.biz\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=2177446"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/analyse.optim.biz\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=2177446"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/analyse.optim.biz\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=2177446"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}