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Custom art for
Fortnite islands
Props, environments, weapons and vehicles produced to your art direction and Epic's asset guidelines.
3 Unreal Engine games with our props, environments, weapons and vehicles
Request a Quote
01 · The Platform
UEFN, Unreal Editor for Fortnite, is Epic Games' tool for building and publishing islands, the experiences players enter in Fortnite. Creators can import custom assets beyond those in Fortnite Creative, such as models and textures from 3D software. For art, that means assets built to Epic's guidelines for scale, polygon counts, LODs and memory.
UEFN shares parts of its asset workflow with Unreal Engine: static mesh import follows the same FBX restrictions. Not every Unreal Engine feature or file format is available in UEFN, so each project starts from Epic's current documentation.
Art for Fortnite islands: props · environments · weapons · vehicles · concept art
CONTEXT 01
Epic's guidelines set one unit to one centimeter, the Z axis as up and a grid size of 512 cm, and note that player characters in Fortnite are 192 cm tall. Normal maps use the DirectX convention. Using the project's agreed scale, pivots and grid conventions helps assets fit consistently into modular environments.
Art priority: correct scale against the 192 cm player, modular pieces that snap to the grid, consistent pivots
Agreed at the brief: which guidelines version applies, grid and kit sizes
CONTEXT 02
Epic gives reference polygon budgets for the highest level of detail by complexity and mesh size, recommends three LODs with each level about half the polygons of the previous one, and suggests limiting collision to 10 UCX meshes or fewer. Budgets are set per asset class, so a prop is not built like a hero object.
Art priority: efficient topology, clean silhouettes, LOD-friendly UVs and one shared material across LODs
Agreed at the brief: asset classes, budgets, collision approach
CONTEXT 03
Epic recommends texture maps of 2k or smaller in power-of-two sizes, in TGA or PNG, and for Switch and mobile 512 × 512 textures with ideally one material section per mesh. UEFN tracks publishing memory separately from runtime memory usage, and an island over the publishing budget cannot be published. Custom meshes, textures and materials can contribute to these budgets, so specifications follow the project's current memory targets and the devices it supports.
Art priority: disciplined texture sizes, shared materials, trim sheets and reusable kits
Agreed at the brief: texture limits, material conventions, target devices
CONTEXT 04
Fortnite has a cross-platform player base, and islands run on supported UEFN platforms including mobile. Texture memory can be limited on mobile and Switch. Supporting mobile and other lower-powered devices affects the asset budgets and quality tiers agreed for the island.
Art priority: assets that hold up across targets, modular kits, controlled detail
Agreed at the brief: target platforms, shared versus per-platform assets
Looking at the genre side?
See our shooter game art.
02 · Platforms
Public documentation shows what the target looks like. Exact requirements for a project come from your team and Epic.
The editor where islands are built, scripted with the Verse programming language, tested and published. Custom assets are imported from 3D modeling software, Fab or Sketchfab. Supported model formats include FBX, OBJ, USD, glTF and GLB. Epic's documentation states that an import that does not meet its criteria will fail, and the editor can also report warnings for issues it detects.
The Fortnite Creative toolset and asset library are the baseline that UEFN goes beyond. Epic notes that UEFN and Fortnite Creative do not yet support all file formats.
Islands are published and managed through Epic's Creator Portal. Content rules, ratings and any monetization terms come from Epic and apply to the island owner.
03 · Engine
Your team defines the production pipeline. Together, we agree on asset specifications covering scale, geometry budgets, LODs, collision, textures, file formats and naming. We produce the agreed assets and organize the source files for handoff.
From Epic's Fortnite-ready asset guidelines, which describe them as a rough estimate for reference and recommend testing assets by importing them into UEFN. Guidelines change over time, so your team confirms the current figures.
| Complexity | Small mesh | Medium mesh | Large mesh |
|---|---|---|---|
| Simple | 400 | 900 | 2,500 |
| Medium | 700 | 2,000 | 6,000 |
| Complex | 1,200 | 4,000 | 9,000 |
Possible scope, confirmed at the brief:
| Deliverable | Detail |
|---|---|
| Props and environment kits | Modular pieces built to scale, grid and budget |
| Weapons and vehicles | Built to your art direction and the budgets for the asset class |
| LOD sets and collision meshes | Prepared to the approach you specify |
| Textures and materials | Sized to the limits and shared across the kit |
| Concept art and style guide | Look development before production |
| Source files and handoff | Organized, named, editable files |
| Task | Who does it |
|---|---|
| Asset production: props, environments, weapons, vehicles, concept art | Nasty Rodent |
| Specification sheet: guidelines, budgets, formats, naming | Agreed with your team at the brief |
| Organized source files and handoff | Nasty Rodent |
| Island building, Verse scripting, device setup, publishing | Your team; not part of our services |
| Content rules, ratings and monetization terms | Your team and Epic |
| Optimizing to Epic's budgets, adapting existing Unreal assets | Possible scope; not demonstrated by our cases, confirmed and scoped separately |
04 · Studios
The right setup depends on what you are launching.
| Studio | What you need | Typical scope | How we plug in |
|---|---|---|---|
| Teams building a UEFN island | A set of props and environment pieces to one style and budget | Possible scope: modular kits, hero props, weapons and vehicles to your specifications | A dedicated team under our art director |
| Agencies and studios building islands for clients | Extra art capacity inside an existing production | Possible scope: asset batches built to your specification sheet | Team Extension |
| Teams bringing an Unreal game world to Fortnite | Existing assets in a compatible style and budget | Possible scope: new or adapted assets built to your style reference and art bible | Confirmed at the brief |
Scoping the art for your first playable slice
05 · How We Work
Choose the model for where you are – it can change as the project does.
You provide an agreed asset list – props, environments, weapons or vehicles – and our art director and project manager coordinate the production and delivery of those assets through the approved review stages.
Our artists work within your pipeline and under your art direction – you run the process, we add the capacity and the skill.
Before production we agree the specification sheet described above, and production and handoff follow it. Island building, scripting and publishing stay with your team.
06 · Cases
We have not published a project delivered for UEFN or Fortnite. The closest evidence is our work on three Unreal Engine games, where we produced props, environments, weapons and aircraft. A UEFN version of these games is not documented.
Props, environment and aviation assets for a game built on Unreal Engine 5.
View the Starship Troopers: Extermination case
Weapons, props and environment assets for a game built on Unreal Engine.
View the Miasma Chronicles case
Weapons, props and environment assets for a game built on Unreal Engine 4.
View the Mutant Year Zero case07 · The Evidence
| Topic | Confirmed on our cases | Agreed with you at the brief |
|---|---|---|
| Props and environments | Starship Troopers: Extermination, Miasma Chronicles, Mutant Year Zero | Kit size, scale, style |
| Weapons | Miasma Chronicles, Mutant Year Zero | Real or invented, style, variants |
| Vehicles and aircraft | Starship Troopers: Extermination | Detail and budget by asset class |
| Unreal Engine games | Starship Troopers: Extermination (Unreal Engine 5), Miasma Chronicles (Unreal Engine), Mutant Year Zero (Unreal Engine 4) | Not applicable |
| Assets for UEFN or Fortnite | Not shown on these cases | Guidelines, budgets and style from your team |
| Work within Epic's budgets, island building, Verse | Not demonstrated by these projects | Scope agreed separately; island building and scripting are not part of our services |
Building a
Fortnite Island?
Tell us about your island, your style and your content plan. We come back with questions and a draft scope in 1–2 business days.