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Unity and Unreal Engine, originally built for videogame development, have expanded into film and television, architectural visualization, live broadcasting, automotive design, and interactive simulation.
This paper examines how game engines such as Unity and Unreal Engine, originally built for videogame development, have expanded into film and television production, architectural visualization, live broadcasting, automotive design, and interactive simulation. Its central argument is that this migration does not proceed as seamless technological transfer. Instead, it generates friction as platform logics meet the professional cultures and creative practices of non-gaming sectors, producing new dependencies alongside new forms of contestation and adaptation. The study concentrates on London's creative economy, chosen for the United Kingdom's sustained policy investment in creative industries and the city's dense concentration of cultural workers.
The research draws on approximately twelve semi-structured interviews with London-based practitioners who have integrated game engines into their work, conducted from April 2025, supplemented by participatory observation within emerging professional communities. The author frames these practitioners as "engine workers," artists, technicians, and creative professionals who translate game engine workflows into unfamiliar contexts. The analysis draws on Anna Tsing's concept of friction and on scholarship concerning the platformization of cultural production and critical studies of game engine labour.
The findings identify several pressures that engine workers face: technical lock-in to proprietary ecosystems, continual adaptation to platform updates and corporate strategic shifts, and marketplace structures that mediate access to clients and audiences. The paper characterizes game engines as intermediaries that extract economic value from creative labour while standardizing aesthetic conventions and production methods across previously distinct industries. Such standardization raises questions about authorship, expressive diversity, barriers to entry, environmental costs of digital infrastructure, and accelerated digital consumption.
The study also documents practitioners' strategies for negotiating, resisting, and subverting these demands, both collectively and individually. By examining how young graduates, established media artists, and mid-career professionals reconfigure their practice, the research contributes to understanding platform capitalism's penetration into cultural production. It concludes that platformization produces new sites of contestation and creative resistance alongside new dependencies.