Building inside Unreal Editor for Fortnite since day one. Level design, live events, economies, UI — we take a concept from a blank Figma board to a shipped, ranking Fortnite experience.
A genre-defining, innovative project bringing free building to Fortnite — a tycoon Fortnite players will love, with collection mechanics, mini-games and much more.
Getshot Ltd is an Epic Games authorised partner, specialising in full end-to-end game production with Unreal Editor for Fortnite. We've been in UEFN since the tool existed in its earliest form — which means our pipelines, our blueprint libraries and our team's instincts are built for it, not adapted to it.
We work as an embedded production team for creators, brands and studios: taking a concept through 2D planning, greyboxing, full level build, live events, UI and economy design, then optimisation and launch. Some clients bring us in for a single system. Others hand us the entire game.
Led by CEO Lewis Hickson — over a decade in high-end UK television production (BBC, ITV, Sky) before bringing that cinematic sensibility into UEFN — Getshot sits at the intersection of production discipline and technical depth.
Fortnite's UGC ecosystem is where global brands are choosing to meet players. We've delivered game and event work touching some of the biggest properties on the platform.
Collaboration work shown at client/brand discretion. Full case studies and NDA-cleared breakdowns available on request via Discord.
As Event Director for Ferins on Meme Vs Brainrots, we built the Ocean event and the Cyberpunk event — full realtime transformations of the map using data layers and sequencer, submerging players into an entirely new environment for a limited window. This is the kind of work we specialise in: turning an existing, live, ranking game into a temporary new experience without breaking what already works.
Our role, what we shipped and where it ranks.
Ranks per fortnite.gg, as of October 2026. Client work shown at their discretion.
Every project — from a single event to a full game — moves through the same three phases, backed by a large network of specialist talent we scale up or down per production.
We determine the needs of the level design and gameplay experience, then build a 2D plan in Figma before anything touches the engine.
Greybox in UEFN, test, iterate. Then full build — instanced blueprints, advanced landscape materials, procedural detail props, lighting and shader passes.
Optimisation testing for lighting complexity, collision and shader cost, followed by live support, events and iteration once the game is in players' hands.
Full game productions delivered through a flexible network of programmers, designers, artists and event directors — scaled to whatever a project actually needs, without the overhead of a fixed studio team.
We take on all kinds of production work, but these four genres are where our team has built the deepest, most repeatable expertise.
Progression loops, purchasable upgrades and economy balancing built from real gameplay data — session length and retention modelled before a single asset is placed.
Tension-led level design, lighting and audio direction. Environments built to control pacing and fear, not just look good in a screenshot.
Full 25-level roguelike UX and level design delivered for Elzuro — greyboxed, tested, iterated and finalised end to end.
Systems-heavy production: verse systems, UI, modelling, materials and economy — the full stack, not just one layer of the game.
Hire us for a single system or the entire production. Everything below can run standalone or as part of a full build.
Figma planning → UEFN greybox → full build with instanced blueprints and procedural detail.
Flight systems, tycoon suits, bounty systems and custom mechanics coded and integrated with Verse.
Data layers and sequencer work that turns a live map into a new environment, plus cut-scene and onboarding cinematics.
Props, characters, master materials, textures, VFX and soundtrack — everything needed to polish a build.
Bespoke UMG widgets — full HUDs, stores, libraries and feedback systems on a shared, seamless theme.
Data-modelled economy design for playtime, session length and long-term progression and replayability.
Event Director for Meme Vs Brainrots — the Ocean and Cyberpunk realtime events, submerging players in an entirely new experience.
View creator page →UX and level design across a full 25-level roguelike — planned, greyboxed and executed end to end.
Every aspect of production: Verse systems, UI, events, modelling, materials and economy.
Full systems and game design using advanced scene graph tools — architecting the gameplay systems powering a live, ranking title.
Full systems and game design with LLM-driven AI and scene graph tooling — including live-ops and launch management, on an upcoming Crime Investigation title.
Educational content production and unique gameplay mechanics built into a foundational creator toolset.
Ranks per fortnite.gg creator pages, as of October 2026.
"Their whole team is exceptionally talented and undoubtedly passionate about the work they do — we're already looking to keep working with them."
"They turned my design doc into an actual fun, playable game — not just a beautiful PDF collecting dust. Responsive, creative, great to work with."
"They understood what I wanted for my Prison Roguelike and executed it well — level design and environment art both turned out great."
Showreel, horror, RPG and level design cuts — all live below.
Email lewis@getshot.uk or message getshotuk on Discord. Send your scope, budget and timeline and we'll come back with a full breakdown of talent, timeline and cost.