Custom development

Custom UEFN buildsfor creator launches.

Bespoke systems, production support, and launch-ready handoff for projects that need more than a template.

Service lanes

Services for launches, systems, and support.

Products are for speed. Services are for precision.

01

Creator launch builds

UEFN worlds and systems built around the moment a creator has to explain the game live.

02

Custom coding

Verse, UI logic, tools, and gameplay systems built for the parts a template cannot cover.

03

Custom assets

Game-ready environments, props, UI, and production assets shaped around the hook instead of added after it.

04

Game systems

Progression, interaction, inventory, rewards, quests, economy, matchmaking, and user interface systems.

05

Prototype development

Playable prototypes that test the hook, the loop, and whether the pitch survives contact with players.

06

Polish and optimization

The pass where the build stops feeling assembled and starts feeling public.

Project packages

Scope the work before the build gets expensive.

Use a package as a starting point, then refine the scope based on UEFN needs, deadline, assets, systems, and launch goals.

Book a discovery call

The first discovery call is zero commitment, no pressure, and usually takes 15-30 minutes.

Creator launch build

From $2,500 to $10,000+ for a campaign-ready experience with polish, assets, launch support, and iteration.

Full custom development

Quoted after discovery for larger worlds, branded experiences, complex systems, or long-term production support.

Scoped system sprint

From $750 to $2,500 for a defined gameplay system, UI flow, tool, or script package scoped to a clear production problem.

Focused add-on sprint

From $500 to $1,500 for a focused add-on, polish pass, prototype slice, or narrow production task.

How work starts

A practical discovery flow for serious projects.

First call: audience, launch window, risk, and budget range. Then MRB locks the hook, platform fit, timeline, and production path.

01

Discovery call

We start with audience, launch window, risk, budget range, and the proof or references you already have.

Discovery summary
02

Scope and direction

We shape the gameplay hook, deliverables, risk points, milestones, and what the first version should include.

Scope note + price band
03

Build and review

We move through production with clear review points, playable checks, and decisions tied to launch quality.

First playable review
04

Launch handoff

You receive the build, source or packaged files as agreed, usage notes, launch materials, and support details.

Launch asset pack
05

Maintenance and updates

After launch, MRB can maintain the UEFN experience with bug fixes, UEFN compatibility updates, Verse or device adjustments, balancing, small content changes, and performance checks.

Support window

Launch readiness check

Before publish, MRB checks what the audience sees, what the creator can explain, and what the team can safely ship.

The board below keeps the proof tied to creator launches, gameplay clarity, and delivery risk instead of vague production language.

Launch readiness map

4 active checks

MRB production checks

  1. Check 01

    Audience Hook

  2. Check 02

    Stream Readability

  3. Check 03

    Gameplay Loop

  4. Check 04

    Delivery Risk

  • Hook visible in first frame
  • Route readable while live
  • Scope matched to launch window
  • Handoff clear before publish

FAQ

Common project questions.

Which platforms do you support?

MRB currently supports UEFN / Fortnite projects only. Other platforms may be considered later, but current custom work is focused on UEFN.

Can you work with brands?

Yes. The service flow is built for creators, agencies, brands, and communities that need a polished playable experience.

Do you provide launch assets?

For creator launches, MRB can prepare screenshots, talking points, thumbnail direction, release notes, and update plans.

What counts as maintenance?

Maintenance covers fixes, updates, balancing, small content changes, support checks, and UEFN compatibility work. New features or major content drops are scoped separately.

Do you sell smaller products too?

Smaller reusable tools live in the shop. Custom work is for unique launches, bespoke systems, and projects with real production pressure.

Ready to scope it?

Start with the audience and the launch moment.

Tell MRB what you want to build, who it is for, and when it needs to go live.