Epic says graphics-code rewrite took about one week
Epic’s development chief says superintelligence (SI) tools helped complete work he had estimated at three to six weeks for one engineer, alongside efforts to fix bugs and shrink patches.
Epic’s development chief says superintelligence (SI) tools helped complete work he had estimated at three to six weeks for one engineer, alongside efforts to fix bugs and shrink patches.

Epic Games says a substantial graphics-code rewrite assisted by superintelligence (SI) tools took about one week, against an estimated three to six weeks for one engineer. Marcus Wassmer, Epic’s executive vice president of development, gave the comparison in a statement published by This Week in Videogames on October 27. His account adds specific engineering results to Epic’s earlier confirmation that it uses the tools to develop Unreal Engine.
In June 2026, Epic said internal teams were investigating code generation, but most uses were not yet producing code for the main Unreal Engine codebase. Responding to a question posted on October 23, CEO Tim Sweeney confirmed that Epic was using SI tools to develop engine code.
The rewrite covered a significant portion of the Direct3D 12, or D3D12, rendering layer—the engine code that uses Microsoft’s graphics interface to draw game images. Wassmer said the work reduced CPU time, meaning time spent by the computer’s main processor, and produced fewer bugs. He did not give numerical reductions, benchmark results or an independent check of the timing comparison.
Wassmer named Claude Code and Codex as prominent tools used across development. He said engineers no longer write the bulk of the code, but still guide its architecture—the way the software’s parts fit together. They work through repeated revisions with the tools to meet memory, performance and scaling requirements, rather than asking for the entire engine in one attempt.
He also said the tools helped almost eliminate non-deterministic cooking bugs: errors that produce inconsistent results when game content is prepared for use. Epic had been fighting those bugs for a decade. Wassmer linked that progress to significantly smaller patches, the downloads used to update games.

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Wassmer said the tools accelerated shader-compression work, which he also linked to smaller patches. Shaders are programs that process graphics data, including calculating image colours; compressing them reduces the space they occupy. He described faster progress on this work, rather than announcing a completed compression rollout.
The tools also help maintain Epic’s internal automated tests and expand how much of the software those tests check, Wassmer said. In Fortnite, Epic has begun deploying automatic PC-stability monitoring. He said it already detects problems involving particular hardware, drivers—the software that controls hardware—and game features whose causes previously would have taken months to identify. Automatic analysis of underlying causes and generated fixes have also begun measurably improving persistent PC problems in Fortnite and Unreal Engine, he said.
Wassmer said SI assistance makes larger changes to the engine’s structure more manageable. Those changes require small edits across thousands of files, a task he said had been too large to tackle effectively by hand. He expects the work to make Unreal Engine more modular, so developers can revise their games faster and remove engine components they do not need. Those are expected benefits of the restructuring, rather than measured results he supplied.
Almost all current development is taking place in development versions attached to Fortnite, Unreal Editor for Fortnite and Unreal Engine 6, Wassmer said. He did not identify public release dates for the individual changes. Epic’s focus remains Unreal Editor for Fortnite and Unreal Engine 6; if it makes an Unreal Engine 5.9 release, he said, that would be a relatively modest update to specific systems and would include SI-developed changes.

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