We are developing a next-gen game engine with a strong emphasis on game designers and their needs. And we do like to do things which are considered impossible, including, but not limited to: loading assets for rendering a scene with 100 different characters and their clothing in 30 sec over LTE, production post-mortem debugging, avoiding skin poke-through when morphing/skinning thin clothing, pirate-proof games, IDA-resistant bot fighting, and - ta da! - tickless simulations