UEFN Developer · Verse Engineer · Essex, UK

Fortnite maps built to keep players engaged.

I'm Gismo — a solo developer designing, scripting and shipping live Fortnite islands in UEFN. Roguelikes, horror, and systems-heavy gameplay, all powered by custom Verse.

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Peak CCU · HR Hitman

Featured maps

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Verse templates & systems

Drop-in systems for your own island

The same production-tested Verse that runs my maps, packaged as templates: documented, editable-tooltipped, and ready to drop into a UEFN project.

  • Daily & playtime reward systems with full persistence
  • Level-up manager, pin-code doors, elemental power-ups
  • Follow VFX, Only-Up tracker, Scene Graph obstacle kit

Custom UEFN development

Need a mechanic scripted, a system debugged, or a full map built? I take on select collaborations and commissions.

  • Gameplay systems & UI in Verse
  • Persistence, progression & economy design
  • Performance passes on live islands
UEFNVerseScene GraphPersistenceLive-ops

UEFN tutorials

I teach what I ship
How to make a horror game in UEFN — tutorial thumbnail 38:46

How to Make a Horror Game in UEFN

2.1K views · full build, start to finish
How to make an escape room in Fortnite Creative and UEFN — tutorial thumbnail 16:02

How to Make an Escape Room — Every Puzzle Explained

1.6K views · Fortnite Creative & UEFN
0K+Tutorial views
0hWatch time
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Guides on Verse, devices and full map builds — so other creators can ship faster. If my maps or templates helped you, the channel goes deeper.

Subscribe — GismoUEFN

Community

Real players, real words
Official hub

Join the GismoMaps community

Playtest new maps before release, report bugs, vote on features, and get sneak peeks of what's coming. It's also the fastest way to reach me — commissions, template support and collabs all start here.

About

GismoMaps is a one-person studio. I design the gameplay, write every line of Verse, build the islands, and run the live-ops — then share what works through templates and two YouTube channels (GismoMaps for maps, GismoUEFN for development).

The through-line in everything I ship: systems that keep players coming back — progression, persistence, and mechanics with real depth.