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      Three ruined Miasma Chronicles sci-fi skyscrapers with blue glass shown from different angles – 3D environment art by Nasty Rodent

      Game Art for UEFN & Fortnite Creative

      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
      Mission: UEFN Game Art Request a Quote
      UH-1H Huey helicopters from Squad – military vehicle 3D art by Nasty Rodent

      01 · The Platform

      UEFN and Fortnite Creative

      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

      Fortnite Scale and Units

      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

      Polygon Budgets and LODs

      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

      Textures, Materials and Memory

      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

      One Island, Many Devices

      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

      UEFN, Fortnite Creative and Publishing

      Public documentation shows what the target looks like. Exact requirements for a project come from your team and Epic.

      pc

      Unreal Editor for Fortnite

      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.

      gamepad

      Fortnite Creative

      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.

      web

      Publishing

      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.

      Starship Troopers: Extermination sci-fi wall control panels with knobs and screens – 3D prop art by Nasty Rodent for Offworld Industries

      03 · Engine

      Specs and Delivery Scope

      192 cmheight of a player
      character in Fortnite
      3LOD levels
      recommended by Epic
      3featured Unreal Engine
      games with our art

      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.

      Epic's Reference Polygon Budgets
      (LOD0 Maximum)

      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

      Deliverables for UEFN

      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

      Who We Build UEFN Art For

      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

      Direct or Part of Your Team

      Choose the model for where you are – it can change as the project does.

      01

      Direct Engagement

      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.

      02

      Team Extension

      Our artists work within your pipeline and under your art direction – you run the process, we add the capacity and the skill.

      03

      Guidelines First

      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

      Related Experience With Our Art

      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.

      Starship Troopers: Extermination octagonal glass containment pod – 3D prop art by Nasty Rodent for Offworld Industries
      CASE 01
      01

      Starship Troopers: Extermination

      Props, environment and aviation assets for a game built on Unreal Engine 5.

      3D props · 3D environment · 3D vehicles View the Starship Troopers: Extermination case
      Miasma Chronicles heavy sci-fi weapon with taped magazines – 3D weapon art by Nasty Rodent
      CASE 02
      02

      Miasma Chronicles

      Weapons, props and environment assets for a game built on Unreal Engine.

      3D weapons · 3D props · 3D environment View the Miasma Chronicles case
      Mutant Year Zero: Road to Eden weapons, props and environment assets by Nasty Rodent
      CASE 03
      03

      Mutant Year Zero: Road to Eden

      Weapons, props and environment assets for a game built on Unreal Engine 4.

      3D weapons · 3D props · 3D environment View the Mutant Year Zero case

      07 · The Evidence

      What is confirmed and what we agree with you

      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

      FAQ's: UEFN Game Art

      What makes art for UEFN different?

      arrow
      Epic publishes guidelines for UEFN assets, including scale in centimeters, polygon budgets by asset class, LODs and texture limits. Islands also run on several platforms, so the weakest target shapes the budgets. Your team confirms the current rules.

      Is UEFN the same as Unreal Engine?

      arrow
      No. UEFN shares parts of Unreal Engine's asset workflow, such as the FBX restrictions for static meshes, but not every Unreal Engine feature or file format is available. Assets are built to Epic's current UEFN guidelines.

      Do you have a UEFN project in your portfolio?

      arrow
      Not yet. We have not published a project delivered for UEFN or Fortnite. The closest evidence is our work on Unreal Engine games, and a UEFN version of any of them is not documented.

      Do you build islands or write Verse?

      arrow
      No. We produce game art, such as props, environments, weapons, vehicles and concept art, and your team handles island building, Verse scripting and publishing. We deliver assets to your specification sheet and organize files for handoff.

      Can Unreal Engine assets be reused in UEFN?

      arrow
      They can be a starting point, but Epic's budgets, scale rules, LOD recommendations and import criteria may call for adjusted assets, and imports that do not meet the criteria can fail. We agree which assets are shared at the brief.

      How do I get an estimate for a UEFN project?

      arrow
      Email sales@nastyrodent.com or use the form on this page. Include your asset list, art direction and target platforms. A spreadsheet of asset names is enough to begin; we reply with questions or a first estimate in 1–2 business days.

      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.

        * Required fields
        ⊙We usually reply within 1–2 business days
        • Transparent pricing
        • Honest feedback
        • No hidden costs - ever
        Military UAV drone 3D model with wing-mounted missiles