Engines are the easy part.
The real meat & potatoes is all the tooling and content and asset pipelines around the engine. If you think about it, you need to implement:
- importing data from various sources and formats, textures, audio, model files such as gltf, fbx, animations etc etc.
- editor app with all the expected standard editing features, cut, copy, paste, undo, redo, save, delete etc.
- all the visualizations and operations that let the game developer use the editor to actually create and manipulate data, entities, animations, scenes, audio graphs, scripting support etc. etc.
- all the data packaging and baking such as baking static geometries, compiling shaders, resampling and packing textures, audio, creating game content asset packs etc
- etc etc.
And this is just a small sample of all the features and things that need to be done in order to be able to leverage the engine part.When all this is done you learn that the actual game engine (i.e. the runtime part that implements the game's main loop and the subsystems that go brrr) is actually a rather small part of the whole system.
This is why game studios typically have rather small teams (relatively speaking) working on the engine and hordes of "tools" programmers that can handle all the adjacent work that is super critical for the success of the whole thing.
This certainly changed my morning routine! I am glad to hear that the reason wasn't me deleting my Twitter from my page. My first panic reaction was thinking it was me who's caused it, due to some kind of ad revenue conflict.
Ever seen the movie Summer Wars? I felt like the protagonist for a moment there, but glad it turns out it was just some 2020s AI nonsense.
Either way, there's surely an engineer somewhere who's very busy right now.