The Unreal Engine 5.9 MegaJam Preview is here!
It’s the first Unreal Engine release built primarily with agentic workflows and opens up a few new Experimental features: check out Unreal MCP’s expanded toolsets, work with AI coding agents directly in Editor, explore AI-assisted content creation, and run your projects in a browser.
This isn’t your typical Unreal Engine Preview, but it’s ready just in time for the Epic MegaJam.
Invite your agents and start experimenting: https://t.co/5WpPJnT4PW
It's officially Day 2 of the @EpicGames MegaJam!
Come watch me make a game live with some help from @mikerconnelly an Associate Technical Designer working on Fortnite at Epic.
Pull up and jam with us! #EpicPartner https://t.co/cR6x65S9dO
Hot Take: The Epic AI MegaJam theme is great.
Leaves a lot open for creativity.
I've decided to take part and see what Unreal Engine 5.9 can do.
Here's a teaser of what's in progress.
This is all realtime gameplay captured in-engine
i.e. not a video
Stay tuned for more!
#EpicAIMegaJam #MegaJam #UnrealEngine
@UnrealEngine
The Friday streams for MegaJam continue at 3PM ET with our friends, @tripoai!
They're here to demo generation of game-ready 3D models from text or images in seconds. We're talking everything from clean quad topology and adjustable polygon counts, to refining your assets with built-in post-processing tools, including smart UV mapping, auto-rigging, and animation: https://t.co/Ls4MeUK0A9
Our second day of MegaJam Partner streams rolls on with @MeshyAI! Their AI 3D creation platform takes you from idea to 3D asset in minutes.
Join us at 1PM ET today to learn all about bringing textures, model animations and more to your projects with Meshy: https://t.co/0xtVgSMp4X
The New Harvey House is an Unreal Engine 5 rendered Historical Fiction piece by by Video Game and Architecture Artist @perilinear depicting America's Harvey House program and geological education about the Anthropocene epoch🏢
The project uses fictional renderings to showcase the history of North America geology, architectural brutalism and American rail architecture history.
"The finale of the Harvey House video is a massive musical sequence, where the entire hall transforms into a self playing organ, synced to numerous other mechanical instruments.
A performance that I made using the Unreal Blueprint system, instruments all set up as animated blueprints that trigger off a MIDI file. Proper notes and sounds
activate animation events for their respective instrument, making the whole system useable across different songs.
After which I triggered lighting effects and camera cuts with the unreal cinematic editor. The level of control over animated sequences here make full musical synced productions rapid under Unreal's realtime playback." - Josh Haun
You can watch the full film on Josh's YouTube channel here: https://t.co/RMeq5ED2Y8
Get yourself familiar with our slate of MegaJam streams, coming at you live throughout the rest of this week 🎞️
Catch them on the Unreal Engine YouTube channel: https://t.co/K5fqXMh9s5
Meet National Xenographic - my Epic Megajam Entry!
Day 1 Update
I'm building a wildlife documentary game set on an alien planet called Tricodercust, in Unreal Engine 5.9. You're a filmmaker. You explore alien worlds, discover bizarre creatures, capture their rare behaviors on camera, talk to locals, and edit your footage into your own documentary. The jam theme is "Director's Cut." So you shoot it, then you cut it.
But this is also an experiment in two things:
- Can AI create something truly alien, rather than just remixing Earth?
- How much of a game can one person build in 4 days with AI?
I'm normally building an MMO, Shatterawake. I've spent years developing my own AI development environment, Ludocraft. I now have 15 accounts, 3 computers, tens of orchestrators, and hundreds of executor agents. All utilized for this jam.
CONCEPT DEVELOPMENT
Everything is AI-generated. Creatures, environments, characters, animations, UI, sound, language, mechanics, and code. I'm the director. I don't build. I choose, reject, and push.
We started with concept art. The first landscapes were beautiful, but they were basically Earth. Deserts, volcanoes, canyons. After three rounds of rejection, we got somewhere interesting. We now have 5 biomes and 30 approved environment concepts.
We approached alien biology from first principles. Gravity, atmosphere, chemistry, light, energy, evolutionary ancestry. Every creature starts from 3–5 defining drivers, and every feature needs a reason to exist. We generated over 800 creatures across 8 rounds. I selected 111.
Every selected creature gets a four-view sheet, becomes a 3D model, and then gets rigged and animated by agents in Blender. 20 creatures are already rigged and animated, with their own signature behaviors. We're now bringing them to life in Unreal.
THE TOWN
Our first settlement is Shalvow, meaning "basin-ford" in the alien language.
An AI level-design orchestrator builds it in Blender and imports it into Unreal. Then we run what we call a gauntlet loop: critic agents review the town from 15 camera angles, score it, and turn every criticism into instructions for the next rebuild.
We're on iteration 5. It's becoming genuinely beautiful.
THE GAME
We also have our protagonist, a silver-haired veteran filmmaker, created through Character Creator 5. Her hands hold a physical camera in first person.
Two alien civilizations, the Vael and Kerrow, are being brought to life. The Kerrow have hammer-shaped heads with eyes at their tips. They blink.
We're developing camera-based creature discovery, rarity scoring, rare-behavior captures, alien dialogue, and wrist-mounted translation.
One alien language already has its own system of clicks and noises, created using a tool an AI agent built in 40 minutes.
SCOPE
Originally, the plan was one town and one map. Now it's 5 towns and 5 maps. We're also adding spaceship flight, ATVs, drone cinematography, and 3 vehicle sets to choose from. And 4 playable filmmakers instead of one.
It's absurdly ambitious for a 4-day jam. That's precisely the point. I want to find out how far a single person can push game development with an entire AI workforce.
And, more importantly, whether we can use that workforce to create worlds that feel genuinely unlike anything we've seen before.
This was just day one.
I'll be sharing the progress every day, and I've opened up my live development feed so you can watch the game being built in real time.
Follow along here and on YouTube. Also a link below to follow the game's development live.
Day 1 of the Epic AI MegaJam 🎬
Theme: “Director’s Cut”. I’m making an incremental game where you run a VFX studio, from a paper backdrop and one camera to green screen, crane, drone & mocap.
Unreal 5.8 + Blender, built with Claude
#EpicMegaJam#UE5#gamedev#indiedev
Next up at 5PM ET today for our MegaJam streams, we're hanging out with folks from NetApp and AWS to chat about how their services prepare build agents in seconds, speed up Unreal builds, and make low-cost, scale-to-zero build farms practical.
Join us in 30 mins!: https://t.co/2zBnduwnIY