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US Tech & AI

Revisiting Jill of the Jungle, the last game Tim Sweeney designed

By Eric December 1, 2025

In 1992, the gaming landscape was vastly different from today’s vibrant and diverse ecosystem, a fact that is beautifully encapsulated in the classic title *Jill of the Jungle*, developed by Epic MegaGames and designed by none other than Tim Sweeney, the CEO of Epic Games. This platformer was not only a technical achievement, demonstrating that console-style gameplay could thrive on PCs, but it also made waves for its time by featuring a female protagonist. At a time when the gaming industry was predominantly male-centric, the introduction of Jill as a strong lead character marked a significant step forward in representation. This was a bold move for Sweeney, considering that female protagonists were a rarity in video games, making Jill’s character stand out amidst a sea of male heroes.

Fast forward to today, where female characters like Lara Croft from *Tomb Raider*, Aloy from *Horizon Forbidden West*, and Ellie from *The Last of Us* have become iconic figures in gaming. The evolution of female representation in the industry is stark; where Jill was once a novelty, she now stands as a precursor to a generation of compelling female characters that resonate with players of all genders. Games like *Mass Effect* and *Cyberpunk 2077* have further demonstrated the demand for well-developed female protagonists, with many players finding these characters more engaging than their male counterparts. This shift highlights a broader cultural change within gaming, where diversity and representation are increasingly recognized as essential components of storytelling and character development.

Reflecting on *Jill of the Jungle* today serves as a reminder of the progress made in the gaming industry over the past few decades. Tim Sweeney’s vision was not only about gameplay mechanics but also about challenging the norms of representation in video games. His decision to feature a female lead was a forward-thinking choice that paved the way for future titles and characters that continue to inspire and engage players around the world. As we celebrate the legacy of games like *Jill of the Jungle*, we also acknowledge the ongoing journey toward inclusivity and the rich tapestry of characters that now populate the gaming universe.

Boy, was 1992 a different time for computer games. Epic MegaGames’
Jill of the Jungle
illustrates that as well as any other title from the era. Designed and programmed by Epic Games CEO Tim Sweeney, the game was meant to prove that console-style games of the original Nintendo era could work just as well on PCs. (Later, the onus of proof would often be in the reverse direction.)

Also, it had a female protagonist, which Sweeney saw as a notable differentiator at the time. That’s pretty wild to think about in an era of
Tomb Raider
‘s Lara Croft,
Horizon Forbidden West
‘s Aloy, 
Life is Strange
‘s Max Caulfield, 
Returnal
‘s Selene Vassos, 
Control
‘s Jesse Faden, 
The Last of Us
‘ Ellie Williams, and a seemingly endless list of others—to say nothing of the fact that many players of all genders who played the games
Mass Effect
and
Cyberpunk 2077
seem to agree that the female protagonist options in those are more compelling than their male alternatives.

As wacky as it is to remember that the idea of a female character was seen as exceptional at any point (and with the acknowledgement that this game was nonetheless not the first to do that), it’s still neat to see how forward-thinking Sweeney was in many respects—and not just in terms of cultural norms in gaming.
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