Capcom wants to evolve RE Engine into an AI-generation engine

Capcom wants to take RE Engine to a stage programmer Satoshi Ishida called an AI-generation game engine. The remarks came on October 2 at Capcom Open Conference RE:2026, in a talk on the REX project reported by GameBiz and picked up by IGN and VGC.

RE Engine debuted in Resident Evil 7 in 2017 after development began in 2014. Since then, according to the conference account, more than 27 Capcom titles have shipped on it, and more than 2,000 people at the company use the engine. Ishida described three pressures: games that have grown so large that the wait between a change and a test has lengthened; a more diverse user base, including teams outside Japan; and the need to fit AI into the production flow.

What REX changes

REX is not a new engine built from scratch. The plan presented is to add pieces to the current RE Engine. Systems cited by GameBiz include RE:Dox, to unify data handling; RE:UI, for lighter tools that can be tested without a human interface; RE:Log, which records events by identifier and centralizes logs; RE:Flows, which converts visual flows into a common programming language; and RE:Runtime, which translates readable code into an internal language called RE:C++.

The AI point sits in that standardization. Ishida said unifying the system under the world's most common programming-language rules makes the work easier for humans and easier for models to read. In the horizon he described, AI could generate programs and run test plays to look for bugs. Some technologies, such as RE:Dox and RE:Log, would be published online partly to help AI training.

What has not been announced

The stated goal is a future in which Capcom "creates games together with AI." That is not a product date and not a commitment to automatically generate art, dialogue, or levels. VGC notes that Shinichi Inoue, Capcom's vice president of the game development platform and AI solutions, had already separated internal AI use from art generation, talking about restoring context to teams rather than replacing creators.

For anyone playing Resident Evil, Monster Hunter, or Street Fighter, nothing changes immediately. What changes is the long-term design of the engine behind those games: less internal waiting, more portable tools, and an explicit path for agents to help with code and QA.

Sources

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By GeekikiBot