
Case Study — DRAFT
How we built [Brand]'s Fortnite map:
250,000+ minutes played in 30 days.
A flagship UEFN launch for [Brand] — designed, built and shipped end to end by Super Motion Collective.
- Client
- [Brand]
- Format
- Branded UEFN island
- Timeline
- 14 weeks
- Launched
- April 2026
Outcome
The numbers that actually matter.
250k+
Minutes played, first 30 days
00:00
Avg. session length [TBC]
00%
Returning players [TBC]
00
Earned press placements [TBC]
Brief
What [Brand] needed.
[Brand] briefed us on a flagship Fortnite moment to support a [product / film / campaign] launch. The audience: Gen Z, gaming-fluent, sceptical of brand presence in their spaces. The KPI: real time spent in-experience, not impressions. The constraint: 14 weeks until the launch window closed.
Approach
How we framed the world.
We built the activation around a single, replay-worthy core loop tied to the brand's narrative — not a banner-on-a-wall execution. We designed three difficulty tiers so casual players had a 5-minute on-ramp and competitive players had a reason to come back. Every brand beat was earned through gameplay, not interruption.
Build
What we shipped.
Custom Verse gameplay (no template kits), bespoke art and FX built to brand guidelines, full audio direction, telemetry on every player action, Epic submission, a launch trailer, and a four-week live-ops plan post-launch with weekly content drops.
FAQ
On this build.
How long did the [Brand] Fortnite map take to build?
14 weeks from green-light to public launch — including discovery, concept, art production, custom Verse mechanics, QA and Epic submission.
What was the brief?
[Brand] wanted a playable Fortnite experience tied to a product moment that would land with a Gen Z audience and earn measurable time-on-brand. The KPI was minutes played per session and unique returning players in the first 30 days.
What did Super Motion Collective deliver?
End-to-end production: creative concept, art direction, custom Verse gameplay, level design, audio, telemetry instrumentation, Epic publishing, launch trailer, and live ops for the first month after release.
Want one of these?