I spent years thinking that if the rendering was good enough, the engine would speak for itself.
Better visuals. Better performance. More advanced rendering features.
But eventually I realized something uncomfortable: great rendering alone doesn’t make a great engine.
In this video, I talk about the mindset shift that changed how I approach the Untold Engine — from thinking purely like a graphics programmer to thinking about the full developer experience.
I share:
- Why rendering wasn’t enough anymore
- The hidden importance of tooling and user experience
- How friction prevents people from trying your engine
- Why I started simplifying workflows and lowering the barrier to entry
- The lessons I learned building systems around the renderer, not just inside it
This wasn’t a technical breakthrough. It was an engineering realization.
If you're building a game engine, renderer, toolchain, or any developer-facing software, this might save you from the same mistake I made.
Untold Engine is a Swift + Metal renderer and engine focused on XR, streaming, and real-time rendering for Apple platforms.
Untold Engine: https://github.com/untoldengine/UntoldEngine
If you enjoy engine development, rendering architecture, XR rendering, or graphics programming, consider subscribing.
