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UGC Game Studio

We buildworlds thatburn.

Yomi Games is a UEFN and UGC studio. We design, build and operate original Fortnite islands — and ship branded experiences for partners who want more than a map with a logo on it.

The Yomi Games flame mark

Capabilities: UEFN, Verse, Level Design, Environment Art, Live Ops, Game Design, Persistence, Analytics, Brand Builds, Playtesting.

What we do

Four things, done properly.

We are a small studio on purpose. That means we go deep on a handful of disciplines instead of pretending to cover everything.

Original island development

End-to-end UEFN production. We take a pitch from a one-pager to a published, discoverable island — and keep operating it after launch.

  • Concept & game design
  • Full UEFN build
  • Publishing & discovery

Verse systems engineering

Custom gameplay systems written in Verse: progression, matchmaking flows, persistence, wave directors, economy loops and analytics hooks.

  • Persistence & save data
  • Scalable device architecture
  • Performance budgets

Level & world design

Blockout through art pass. Readable sightlines, clean traversal, and a silhouette that survives being seen at thumbnail size.

  • Blockout & greybox
  • Environment art
  • Lighting & mood

Live ops & brand builds

Islands are products, not deliverables. We run seasonal content, in-game events and instrumented tests — including white-label builds for partners.

  • Seasonal content drops
  • Event scheduling
  • Retention analytics

How we work

From pitch to live ops in five moves.

No mystery, no six-week discovery phase. Here is the exact shape of a Yomi project.

  1. 01

    Pitch & pillars

    We agree on the hook, the target session length and the three pillars everything gets measured against. Anything that does not serve them is cut here, not in month three.

  2. 02

    Blockout & first playable

    A rough, ugly, playable version inside two weeks. If the core loop is not fun in greybox, no amount of art is going to save it.

  3. 03

    Systems & Verse

    Gameplay systems get written properly — modular devices, sane memory budgets, analytics baked in from the start rather than bolted on before launch.

  4. 04

    Playtest & tune

    Recurring public tests with real players. We watch the funnel, read the chat, and change the numbers until the drop-off curve flattens.

  5. 05

    Launch & live ops

    Publish, push for discovery, then keep shipping. Seasonal beats, events and balance passes on a schedule players can rely on.

The studio

A small crew with a very specific obsession.

01

Greybox or it did not happen

Fun is proven in blockout. Art comes after the loop survives a playtest, never before.

02

Ship, then keep shipping

A launch is the start of the work. Islands that stop updating stop being played.

03

Numbers over opinions

Session length, funnel drop-off and day-2 retention decide the argument. Taste sets the direction.

The crew

We build worlds that burn.

  • TMTeam MemberFounder & Creative DirectorSets the pitch, owns the pillars, and plays every build before it ships.
  • TMTeam MemberLead Verse EngineerBuilds the systems layer — persistence, progression and everything that has to survive a live audience.
  • TMTeam MemberLevel DesignerBlockouts, sightlines and traversal. Makes spaces that read in half a second.
  • TMTeam MemberEnvironment ArtistLighting, mood and the silhouette that has to work at thumbnail size.

Got an island
worth building?

Original concepts, partner builds, or an existing island that needs rescuing — tell us what you have in mind. We reply to everything within two working days.