Maps created
A great map starts with a real developer.
UEFN developer & designer with 2+ years of experience. I build maps, Verse scripts, and custom interfaces for UEFN.
Happy clients
Years of experience
Selected work
Interfaces, Verse systems, and 3D props built for polished UEFN experiences.
Shop
Custom shop with several categories: weapons, money, coins, linked to a V-Bucks sales offer.
Custom Inventory
Custom inventory that allows you to have custom items, stake items, place items on the ground, and use items.
iPhone
Functional iPhone, unlocks with Face ID, custom app additions, banking, Spotify and more.
Bank
Banking system with personal code security, deposits and withdrawals with history and personal code change.
Pause Menu
The pause menu allows access to many features in one place.
Shop
Custom shop with several categories, linked to a V-Bucks sales offer.
Custom Monster
A fully 3D custom monster connected to verse
Aura Shop
A shop within the UI to buy all types of auras linked in verse
Weapon Stash
Permanent storage of weapons and items with easy deposit and individual retrieval.
From brief to launch
A clear path for every UEFN build—even if you are new to Fortnite Creative. No guesswork: scope first, then ship.
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Brief
You share goals, references, audience, budget, and deadlines. I ask the right questions so nothing important is missing.
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Spec & mock-up
Written scope, flow, and UI or map outline. We validate the plan before a single line of Verse or terrain work starts.
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Build & iterations
Production in milestones with structured feedback. Revisions follow the tier you picked (script / UI / map).
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Delivery
UEFN project handoff, short walkthrough, and a launch checklist (Island Code vs private playtest, devices, perf).
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Support
Post-launch window for critical fixes, plus optional follow-up scope for seasons, balance, or new features.
What clients say
Fast, clean collaborations with clear communication from brief to delivery.
Bryan
Absolutely perfect the shop is amazing, I highly recommend it!
28 May 2026
Services
Script, UI, or full map — describe your project and I'll send a custom quote. No fixed rates: every build is scoped to your brief.
SCRIPT
Custom Verse for mechanics, progression, devices, and automation—scoped to your island.
- Game systems & loops
- Clean, commented Verse
- Revisions per agreed scope
- Quote after your brief
UI + SCRIPT
Interfaces wired to Verse so screens, feedback, and core behaviour work as one package.
- In-game UI / HUD
- Linked Verse logic
- Polish & transitions
- Scope defined together
MAP
End-to-end UEFN production: layout, gameplay, scripting, and delivery—every map is quoted individually.
- Level design & flow
- Integrated Verse
- Performance-aware builds
- Custom quote per project
Partner on your map
Join forces instead of paying upfront — I join your project as co-developer in exchange for a percentage of island revenue. Ideal when you have a strong concept and want a dedicated UEFN dev on the team.
- No upfront cost
- Revenue split agreed before production
- Full dev involvement
3D models & assets
Custom 3D work and asset integration for UEFN — props, vehicles, set dressing, or bespoke models built alongside scripting.
- Props & vehicles
- Set dressing & environment assets
- Integrated with your island scripts
FAQ
Practical answers about timelines, revisions, scope, and how UEFN projects go live.
It depends on scope. Small Verse modules often ship in 48–72 hours. UI screens usually need a few days. Full maps are quoted per milestone because layout, gameplay, and perf passes vary a lot.
Packages list included revision rounds (for example 1 for script-only, 2 for UI + script). Extra rounds or late scope changes are quoted so production stays predictable.
I focus on UEFN: maps, Verse, UI, and scoped 3D assets for Creative. I do not handle external marketing campaigns or non-Fortnite engine work. For larger art direction, we align on licensed kits or custom models within an agreed scope in the panel.
UEFN islands run on Fortnite’s supported platforms. I design with memory and device limits in mind; very dense scenes may need trade-offs—we decide those during the spec phase.
An Island Code is Epic’s public share link once your island is published and approved. A private project stays in your team until you choose to publish. Delivery is the same UEFN project; publishing rules follow Epic’s guidelines.
No. The process section walks you from brief to handoff. You get a clear scope before build, milestone check-ins, and a short walkthrough at delivery so you know how to test and publish.
















