What Top Fortnite Creators Are Doing Differently (Creative Juice Podcast) | Unreal Fest Chicago 2026
Summary
Highlights
The host opens by thanking the audience and past/current guests for their support, noting the podcast's unexpected growth and the value shared by creators. He introduces the topic: understanding what top creators in UEFN are doing differently and why some succeed while others struggle.
Kevin introduces himself as co-founder and CEO of Future Trash (Foad), Chad Mustard as COO and co-founder of Jogo Studios (Mustard Plays), and Austin Rodriguez as TomJank, a professional Fortnite developer specializing in mechanics. They briefly share their backgrounds and experience in the Fortnite community.
The panelists discuss the recent State of Unreal announcements. Chad highlights the re-emphasis on Scene Graph and Verse as a 'baby UE6,' giving UEFN developers an advantage. Kevin agrees, seeing immense future value for UEFN creators in UE6 development. The official Simpsons collaboration with UEFN, changes to Discovery, and the integration of AI tools are also discussed. Austin expresses wariness about AI, concerned about its potential impact on new developers and the reliance on subscription-based tools.
The group expresses disappointment about the lack of a detailed UEFN roadmap, especially regarding features like island interconnectability. They hoped for more specific announcements beyond the general mention of UE6, feeling the focus was too broad for the current UEFN challenges.
Chad shares his experience building Jogo Studios into a real game company. He emphasizes the importance of a business mindset alongside passion, stating that those who only rely on passion often fade out. He advises creators to think of their work as a business to sustain themselves through the 'grind' and ensure long-term commitment.
Austin (TomJank) explains what 'embrace the jank' means to him. He recounts overcoming perfectionism by quickly creating and publishing a 'silly' maze map, learning the process, and building consistency. He stresses that publishing imperfect work is a muscle to train, especially for those prone to analysis paralysis.
Kevin discusses the success of Foad's Droid Tycoon, an official Star Wars collaboration. He attributes its success to studying the IP's lore, authentic adaptation for Fortnite, and significant collaboration with other creators like Blazen Shane. He notes the 'dark art and alchemy' of success, acknowledging hard work, passion, and a bit of luck.
The panelists answer rapid-fire questions. They agree creators overthink visuals, prioritizing gameplay loops. They debate the most overrated metric, with Chad highlighting how critical the recent Discovery changes are and the need for better games, not just more games. Kevin emphasizes observing data and tracking failures for improvement.
The host engages the audience with a trivia giveaway, asking questions about UEFN, Foad's collaborations, and panelist personal details. He also acknowledges those who released their first map in the last year, offering them LEGO sets as a token of encouragement.
Chad explains how Jogo Studios approaches monetization in maps like Galactic Siege. Drawing inspiration from Roblox, he advises against gatekeeping content behind paywalls. Instead, he suggests offering in-island purchases that reduce grind, allowing players to skip hours of gameplay. He notes that tycoons are more conducive to monetization due to their single-player nature, avoiding 'pay-to-win' concerns.
Austin (TomJank) elaborates on what making a living as a solo creator entails. He emphasizes self-marketing and building a recognizable brand beyond specific projects. He follows a 'DreamWorks method,' balancing passion projects with contract work. He encourages creators to share their work publicly, as it attracts opportunities and builds trust with platforms like Epic Games.
Kevin discusses how Foad builds a distinct brand identity for their UEFN experiences. He advises creators not to shy away from custom assets and collaborating with talented 3D modelers and artists. This approach helps create unique, recognizable experiences that stand out from generic Fortnite maps, fostering visual storytelling and a strong calling card.
The panelists offer 'spicy but safe' takes. Chad criticizes 'get rich quick' schemes promoted by some creators. Austin and Chad debate whether AI tools are a bubble, with Austin reiterating his earlier concerns and Chad suggesting 'Brain Rot' games might be a bubble. The host then launches another giveaway for audience members who pitch their best UEFN game ideas.
The host thanks the panelists and audience, reiterating that success comes from showing up, shipping, and embracing imperfections. He encourages attendees to network and connect with other creators at the event, emphasizing the value of in-person interactions for learning and growth. The session transitions into a Q&A segment.
Ian, Creative Director of Clever Like, asks for advice for UE devs learning from UEFN devs to stay relevant for UE6. Kevin and Chad suggest jumping into UEFN, playing with the tools, and providing feedback to be part of the development process. Conversely, UEFN devs should explore tools like Niagara and material graph, as these skills translate directly to UE6.
An audience member asks when to decide to shift resources from one successful project to a new idea. Chad explains it's a project-by-project decision, balancing resources against results. If a project is low-cost to maintain, they continue updates; if it's high-cost, they might cut it. He notes some seemingly stagnant games eventually pop off, highlighting the role of continuous love and updates.
Brandon Flath (Biznator) asks about marketing strategies for a project nearing completion with a substantial budget. Kevin advises against overspending on off-platform marketing or influencers, as algorithmic discovery is key in UEFN. He suggests throwing sponsored dollars at it if needed but to be cautious, as direct marketing spend isn't always effective for UEFN experiences.