Available Now · 90+ Readymade Solutions

Unreal Engine App Development Company

GamesVisualizationSimulationCinematics

Miracuves is an enterprise Unreal Engine development company. We build high-fidelity real-time 3D in C++ and Blueprints - games, architectural walkthroughs, product configurators and training simulations - as custom work in 2-8 weeks. When the business around your 3D product needs a standard platform, one of our 90+ ready-made solutions ships in 6 working days.

★★★★★ Clutch reviewed 5.0Ready-made platforms from $2,199View live deployments

  • 9,000+ Delivered
  • 3,900+ Apps Published
  • 100% Source Ownership
  • NDA Day One
6 daysReady-made platform delivery
$3,699Custom Unreal work, from
90+Clone solutions
100%IP assignment
Unreal Engine developers active right now
Unreal EngineC++BlueprintsNanite9,000+ deliveredNDA day one
  • PC · Console · Mobile · XROne Unreal project, scaled per platform
  • Pixel StreamingFull-fidelity 3D in a browser tab
  • Blueprints · C++Our enforced architecture standard
  • 2-8 WeeksCustom Unreal builds, from $3,699
  • 100% Source CodeDelivered to you on handoff
  • White-Label Ready

    Fully rebrandable on delivery

  • NDA Day One

    IP protected first call

  • Full Source Code

    Delivered at handoff

  • 60-Day Support

    Post-launch included

  • 100% IP Ownership

    Yours - always

  • Clutch Reviewed 5.0★

    Third-party verified

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In short

Miracuves is an Unreal Engine development company that builds real-time 3D in C++ and Blueprints: games and vertical slices, architectural walkthroughs, car and product configurators, VR training and Pixel Streaming experiences for PC, console, mobile and headsets. Custom Unreal work takes 2-8 weeks, from $3,699; a ready-made platform for the business side ships in 6 working days. You own 100% of the source code.

Our Unreal Engine Approach

How Miracuves delivers Unreal Engine apps - from 9,000+ projects of real experience

Across 9,000+ projects and 3,900+ published apps, Miracuves has learned where real-time 3D work goes wrong, and our Unreal practice is built around that. We never open a blank project and improvise: every Unreal build starts from an agreed C++ module layout, per-platform scalability targets and a packaging pipeline, and when the product also needs accounts, payments or an admin panel, those run in a separate backend rather than inside the engine.

Unreal is what you choose when fidelity is the product. Miracuves ships gameplay systems in C++ with Blueprints kept as the iteration layer, scalability settings defined per platform before production, and Nanite and Lumen enabled only where they earn their frame cost. Full engine source access means nothing is a black box when something needs fixing.

Who this service is built for: Game studios, architects, carmakers, product brands and training teams who need real-time 3D close to film quality - a game or vertical slice, an architectural walkthrough, a car or product configurator, a training simulation, or a scene streamed to any browser with Pixel Streaming. Miracuves Unreal Engine development fits when fidelity is the point and you want published pricing, full IP ownership, and a company accountable for delivery - not individual contractors. If your title is mobile-first, 2D or needs the smallest possible download, we will say so upfront and recommend Unity instead; if the 3D must run natively in a web page without streaming, WebGL is the better fit.

  • Blueprint logic moved into C++ once it costs frames
  • Scalability settings defined per platform before production
  • Nanite and Lumen enabled only where they earn the frame cost
  • CI builds through the Unreal Automation Tool configured on every project: cooked, packaged builds from the first commit
  • Packaging and submission managed per platform: Steam, Epic Games Store, mobile stores and Meta Quest, with console certification run through the publisher's platform account
9,000+Projects delivered
3,900+Apps published by Miracuves
90+Ready-made solutions to start from
6 daysReady-made clone delivery
2-8wMiracuves custom Unreal build timelines
100%Source code ownership
iOSScaled mobile builds
Android and QuestPhones and standalone headsets
PC and browserPixel Streaming capable

Why Unreal Engine at Miracuves

  • Custom Unreal build2-8 weeks
  • Targets from one projectPC · Console · Mobile · XR
  • Engine sourceFull C++ access
  • Clone solutions ready to ship90+ solutions
  • Frame-rate targetAgreed per platform in writing
  • Source code ownership100% yours
From our Unreal team - engineering standard
Every Unreal project starts from the same written baseline: C++ modules and Blueprint ownership agreed before the first commit, changes reviewed in pull requests with large binary assets in Perforce or Git LFS, credentials kept out of config files that ship inside the build, and a profiling pass on a packaged build on the target device before handover. Scope, target platforms and frame-rate budgets are put in writing before payment.

Ready-made platforms · 6 days

What Miracuves has deployed - what you can launch today

Six of our 90+ ready-made platforms, each shipping with its apps and admin panel in 6 days.

View All 90+ Solutions

Honest noteNone of these platforms is built in Unreal Engine - they are ready-made business platforms. They matter here when your 3D product needs accounts, payments or an admin panel around it, such as a configurator that feeds orders into a marketplace or a training simulation that reports into a learning platform. The Unreal part is always custom work, and we tell you which is which before any commitment.

Technology Comparison

Unreal Engine vs Unity 3D vs Godot - which is right for your project?

Studios that only know one engine rarely answer this question straight. Miracuves builds in both Unreal and Unity, so we answer it honestly - the engine you pick decides your download size, your art pipeline, who you can hire later and what you owe the engine vendor once the product earns money.

MetricFive things that decide cost, speed and reach
Miracuves Unreal team

Unreal Engine

C++ and Blueprints

Unity

C#

Godot

GDScript and C#

01Visual fidelity
Photoreal ceilingNanite geometry and Lumen lighting on PC and current consoles
Strong when tunedHigh-end looks take more render-pipeline setup
Stylized strengthsCapable 3D renderer with a lighter feature set
02Mobile footprint
HeavierNeeds aggressive scaling; Nanite and Lumen are usually off
LighterMobile friendly, smaller builds
Very lightSmall runtime and export size
03Engine source
Full C++ sourceOn GitHub once you link an Epic account
Closed by defaultSource access under a separate license
Fully open sourceMIT license, no fees
04Iteration speed
Blueprints for designers, C++ for systemsC++ changes mean longer compiles
Fast C# iterationQuick script changes in the editor
Fast, small surfaceLightweight editor, quick to open
05Best for
Photoreal PC, console and high-end XRPlus archviz, configurators and virtual production
Mobile and cross-platform reach2D, casual and mobile titles
Small teams and prototypesIndie 2D and lighter 3D
Choose Unreal Engine if…

Fidelity is the product - photoreal environments, vehicles, buildings or digital humans · you target PC, current consoles or PC VR · you need virtual production, Pixel Streaming or a CAD and BIM import pipeline · your team wants full engine source.

Consider an alternative if…

Your title is mobile-first, 2D or needs a small download (Unity 3D development) · the 3D must run natively in a web page without streaming (WebGL development) · you are still choosing genre and platform (game development) · what you need is an ordinary phone app, not real-time 3D. See React Native →

Unreal Engine guide

What to know before you hire an Unreal Engine development company

The questions buyers ask before an Unreal project starts - what the service covers, when Unreal beats Unity, what Epic charges, where it runs and what it costs - answered for Unreal specifically.

What do Unreal Engine development services include?

Unreal Engine development services cover more than work in the editor. The engineering is split between C++, where systems, performance-critical logic and platform integrations live, and Blueprints, the visual scripting layer your designers and artists use to tune behavior without waiting on a programmer. Around that sit a content pipeline and a build pipeline that turn the project into packaged builds for each target.

A typical Miracuves Unreal engagement includes:

  • Gameplay or interaction systems in C++, exposed to Blueprints for tuning
  • Import of CAD, BIM or modeling-tool content through Datasmith, with cleanup and LODs
  • Lighting, materials and scalability profiles for each target platform
  • Profiling with Unreal Insights on packaged builds on the real hardware
  • Packaging and store or headset submission, with the full project and source handed over

Unreal Engine or Unity - which should you build on?

Pick Unreal when the look is what you are selling: photoreal environments, vehicles, buildings or digital humans on PC, current consoles or tethered VR. Nanite lets artists use film-density geometry without hand-made LODs, Lumen gives dynamic global illumination without light baking, and full engine source means nothing is a black box.

Pick Unity when reach and size matter more than fidelity: mobile-first games, 2D, casual titles, lightweight AR and standalone headsets, where smaller builds and fast C# iteration pay off. Unreal ships to phones too, but most of its high-end features are switched off there, so you carry the engine's weight without its main advantage. We build on both and say which fits before kickoff.

How does Unreal Engine licensing and royalty work?

Unreal Engine is free to download, and the full C++ source comes with it. What you pay depends on what you ship. For games and other interactive products sold to end users, Epic's standard license has charged a percentage royalty on gross revenue once a product passes a lifetime revenue threshold. For non-game work - visualization, film, automotive, training - Epic has moved larger companies onto a per-seat subscription, while individuals and smaller companies under a revenue threshold can use the engine free.

These terms have changed more than once, so treat any figure you read as a starting point and check Epic's current EULA before you budget. The license sits with whoever publishes the product - usually you, not the studio that built it - and marketplace assets and plugins carry their own licenses, which we check before they go into your project.

What can Unreal Engine build besides games?

Unreal is not only a game engine. The real-time renderer behind console titles also serves:

  • Architectural visualization: walkthroughs of unbuilt spaces imported from Revit, Archicad or SketchUp through Datasmith, with live material and lighting changes during client reviews
  • Automotive and product configurators: every paint, trim and option rendered in real time on a showroom screen, a sales tablet or a website through Pixel Streaming
  • Virtual production: LED-volume backgrounds driven by nDisplay and camera tracking for film, TV and advertising
  • Simulation and training: equipment, safety and procedure training in VR or on desktop, with scenarios trainers can change
  • Digital twins: a live 3D model of a site, plant or building fed by sensor or operational data

Which platforms can an Unreal project ship to, including the browser?

One Unreal project can target Windows, macOS and Linux, iOS and Android, PlayStation, Xbox and Nintendo Switch, and VR headsets through OpenXR. Console builds need the publisher's approved developer account with each platform holder, and each target gets its own scalability settings: what runs with Lumen on a gaming PC runs with baked lighting on a standalone headset.

Unreal no longer exports natively to the web. To put full-fidelity Unreal in a browser tab we use Pixel Streaming: the application runs on a cloud GPU and streams video to the viewer over WebRTC, while clicks and touches travel back. It works on almost any device, but every concurrent viewer needs GPU time, so it suits configurators and sales demos more than mass-market traffic. If the 3D must run on the visitor's own device, WebGL development is the better route.

What does Unreal Engine development cost, and how long does it take?

Custom Unreal work at Miracuves starts from $3,699, depending on the work. A custom Unreal MVP - an archviz walkthrough, a configurator, a VR training module or a game vertical slice - typically costs $8,000-$25,000 and takes 2-8 weeks; larger scopes such as multiplayer or multi-platform titles are quoted in writing before work starts.

The budget moves with the number of target platforms, how much content must be modeled or cleaned up, the number of levels or product variants, and whether you need MetaHuman characters or multiplayer servers. Plan for running costs too: cloud GPU hours if you use Pixel Streaming, any Epic license fees that apply to you, and engine upgrades over time, which our retainer from $2,299/month covers.

Should you hire Unreal developers or an Unreal development company?

A freelance Unreal developer works well for a defined task inside a team that already has a technical director - a Blueprint feature, a material, a performance fix. Unreal skills rarely come in one person, though: C++ systems programming, Blueprint design, technical art and platform packaging are separate specialties, and a project stalls when the missing one is needed.

An Unreal Engine developer company brings those roles as one team, with QA on the target hardware and one party accountable for the packaged build. At Miracuves that also means a written scope before payment, an NDA from the first call, 60 days of post-launch support and 100% of the source code, Blueprints and the assets we create handed to you. If you only need extra hands on your own team, our monthly retainer assigns a dedicated Miracuves team to your product.

Technical Architecture

How Miracuves engineers structure Unreal Engine projects for production

These are the decisions our engineers make at the start of every Unreal Engine project - where C++ ends and Blueprints begin, how actors find each other, and what gets profiled where. They decide whether a project keeps its frame rate as content grows or turns into a level nobody dares to touch.

  • 01

    Architecture - Clean, Feature-First Modules

    Gameplay code lives in C++ modules split by feature - input, interaction, UI, save data, networking - with the Gameplay Framework classes (GameMode, PlayerController, Pawn) kept thin and Blueprint subclasses holding tuning values on top. Anything reusable across projects is wrapped as a plugin. This is how Miracuves adds a new feature module in 2 days without breaking existing functionality.

  • 02

    Structure - Systems with Clear Boundaries

    Actors talk through interfaces, delegates and subsystems rather than hard references, so a level loads without dragging half the content in with it and each system can be tested on its own with Unreal's Automation framework. The most common problem inherited from other studios: Blueprints casting straight into each other until nothing can be changed or tested alone. We rule that out on day one as a hard standard - not a suggestion.

  • 03

    Performance - Profiling on Target Hardware

    Unreal makes it easy to build something beautiful that will not ship. We profile with Unreal Insights on the actual target hardware, move hot Blueprint logic into C++ once it costs frames, define scalability buckets per platform rather than shipping one setting, and budget Nanite and Lumen against measured cost. Editor performance is never quoted as shipped performance.

What most Unreal Engine agencies get wrong

Shipping an editor build for review. No CI pipeline. Gameplay logic buried in deep Blueprint graphs. Hardcoded API keys in source. No profiling on target hardware. Miracuves has inherited Unreal projects with every one of these, and untangling a Blueprint graph or re-cooking content for a platform nobody profiled always takes longer than setting the project up right.

ConfiguratorComponent.h - C++ exposed to Blueprints
// ConfiguratorComponent.h - paint and trim options on a product model// Designers call ApplyVariant from Blueprints; the swap runs in C++#pragma once#include "CoreMinimal.h"#include "Components/ActorComponent.h"#include "Components/MeshComponent.h"#include "Materials/MaterialInterface.h"#include "ConfiguratorComponent.generated.h"DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnVariantApplied, FName, VariantId);UCLASS(ClassGroup=(Configurator), meta=(BlueprintSpawnableComponent))class UConfiguratorComponent : public UActorComponent{    GENERATED_BODY()public:    // Variant id to material, filled in by artists in the editor    UPROPERTY(EditAnywhere, Category="Configurator")    TMap<FName, TSoftObjectPtr<UMaterialInterface>> Variants;    UPROPERTY(BlueprintAssignable, Category="Configurator")    FOnVariantApplied OnVariantApplied;    UFUNCTION(BlueprintCallable, Category="Configurator")    bool ApplyVariant(UMeshComponent* Target, FName VariantId, int32 SlotIndex = 0)    {        const TSoftObjectPtr<UMaterialInterface>* Found = Variants.Find(VariantId);        if (!Target || !Found)        {            return false;        }        // Soft reference: a material loads only when a buyer picks it        UMaterialInterface* Material = Found->LoadSynchronous();        if (!Material)        {            return false;        }        Target->SetMaterial(SlotIndex, Material);        OnVariantApplied.Broadcast(VariantId);        return true;    }};
Artists fill the variant list in the editor and designers call ApplyVariant from Blueprints, while the lookup and the material swap stay in compiled C++. Soft references keep every paint and trim option out of memory until a buyer picks it - the pattern behind the car and product configurators we build in Unreal.

Our Service Models

Three ways Miracuves delivers your Unreal Engine project

Every Unreal engagement is with Miracuves as a company - engineers, QA and a project manager working to a defined process, with one party accountable for the packaged build. Choose the model that matches your project stage.

Most Popular
Customer app
Partner app
Admin
Readymade Clone · Fixed Price

White-Label Clone Delivery

When the business around your 3D product is a standard platform - a marketplace, a streaming service, a booking app - Miracuves puts one of our 90+ ready-made platforms live under your brand, with web app, admin panel and mobile apps, in 6 working days. It is not built in Unreal; any Unreal work on top is a separate custom quote. Source code fully yours.

  • Starting from $2,199 - a fixed price for the ready-made platform, no surprises
  • 90+ solutions matched to your vertical
  • Branding, configuration, white-labelling applied
  • Admin panel included in every delivery
  • Full source code · NDA · 60-day support
Game InstanceBlueprintsC++ ModulesUMG UIInputSave / OnlineMaterials
Custom Development · Scoped

Custom Unreal Engine Build

Miracuves builds your Unreal project from your specification - gameplay or interaction systems in C++, Blueprint tooling for your designers, and the content pipeline from CAD, BIM or art tools. Full team: Unreal engineer, backend, QA, PM.

  • Scoped and priced before development begins
  • Clean architecture designed specifically for your product
  • Weekly sprint demos - working software every sprint
  • Packaging and store submission managed per target platform
  • Full source code · IP 100% yours
Wk 1
Wk 2
Wk 3
Wk 4
Ongoing Retainer · Monthly

Ongoing Unreal Engine Development

Miracuves stays on as your Unreal team after launch - engine upgrades, new levels and content drops, platform patches and performance work on a monthly retainer with weekly sprint demos.

  • From $2,299/month for Unreal feature and upkeep work - cancel with 2 weeks notice
  • Dedicated Miracuves team assigned to your product
  • Direct communication - no account manager relay
  • Weekly sprint demos - deliverables every cycle
  • Scales up or down as your product evolves

Quality Standards

How Miracuves ensures every Unreal Engine delivery meets production standard

Every Unreal project passes through Miracuves' quality gates before handoff - C++, Blueprints, content and packaged builds are all held to the same written bar on every project, not ticked off at the end.

  • Feature modules in C++ - gameplay, UI and data kept in separate modulesArchitecture
  • Gameplay in C++, iteration in Blueprints - no deep Blueprint spaghettiState
  • Profiled with Unreal Insights on target hardwarePerformance
  • Target-device QA - packaged builds tested on the PCs, consoles, phones or headsets you ship toQA
  • CI builds - cooked and packaged per platform, with automation tests, from day oneDevOps
  • No secrets in shipped builds - keys stay server-side, never in packaged config filesSecurity
  • Release-ready - packaged, signed and checked against each store or platform holder's requirementsDelivery

Enforced QA Gates

Our 6 Continuous Delivery Gateways

Every line of code, every asset and every build profile - from a C++ class to a cooked texture set - must clear all six quality control gates before repository handoff.

01

Code Review on Every Pull Request

Every change merged into your main branch - C++ and Blueprints alike - is reviewed by a senior Miracuves engineer, with Blueprint changes checked in the editor's diff view. No untested code reaches a release build under any circumstances.

02

Automated Test Coverage Required

Automation tests in Unreal's test framework for gameplay rules and save data, functional tests that play through critical levels and flows, and a smoke test on every packaged build. Minimum coverage is enforced before any release build is created.

03

Release Builds Profiled - Not Debug Builds

Miracuves profiles packaged builds with Unreal Insights on the target hardware, using the Test configuration, which behaves like Shipping but keeps profiling hooks. Editor and Debug builds carry overhead players never see, so their frame times are never accepted as evidence of what users experience.

04

Handoff Package - Not Just a Repository

The full Unreal project with C++ source and every Blueprint and asset, documentation, an engine and toolchain setup guide, build scripts, backend API docs, deployment and store credentials, and a post-launch runbook - all included in every project handoff.

05

Platform Submission - Store and Certification Requirements Managed

Miracuves prepares each target's submission: Steam or Epic Games Store builds, iOS and Android signing and store listings, Meta Quest store requirements, and console certification checklists run through the publisher's platform developer account. Review times are set by the platform holders, not by us.

06

Post-Launch Monitoring - 60-Day Active Support

Crash reporting is configured before launch - Unreal's crash reporter routed to a service such as Sentry or Backtrace - along with frame-time and hitch telemetry from real sessions. During the 60-day post-launch support window Miracuves watches crash clusters and hitch reports and fixes what falls within scope - proactive, not reactive.

Technology Stack

The Unreal Engine stack Miracuves ships with

Matched to your target platforms, your fidelity budget and where the content comes from - CAD, BIM, scans or a modeling tool - not a one-size-fits-all default.

UE
Unreal EngineCore engine · Lumen and Nanite renderer
C+
C++Compiled gameplay systems
BP
BlueprintsDesigner iteration layer
IN
Unreal InsightsProfiling on target hardware
MH
MetaHumanRealistic digital humans
DS
DatasmithCAD and BIM import · archviz · automotive
PS
Pixel StreamingCloud-rendered 3D in the browser
nD
nDisplayLED volumes · multi-screen · virtual production
XR
OpenXRMeta Quest and PC VR headsets
Ch
Chaos PhysicsPhysics · destruction · vehicles
UA
Unreal Automation ToolCI · cook, package and deploy
N
Node.js APIBackend for custom builds
P4
Perforce / Git LFSVersion control for large binary assets
Sn
SentryError tracking · crash monitoring
Sq
SequencerCinematics · Movie Render Queue
Dk
Docker / AWSBackend infrastructure · scaling

Our Process

From brief to deployed Unreal Engine app - what happens and when

Every Unreal Engine engagement follows the same five steps, from the first call to a packaged build on your target hardware. At each one you know what Miracuves is doing, what you need to supply - CAD or BIM files, concept art, brand assets, platform developer access - and what you get back. Custom Unreal builds run milestone by milestone through these checkpoints; a ready-made platform follows the same steps in its 6-day sprint.

  1. Step 01

    Brief & NDA

    Share your concept via WhatsApp. NDA signed same day. We ask 6 specific questions.

  2. Step 02

    Scope & Plan

    Right solution base, stack, and model confirmed. No payment before scope is agreed.

  3. Step 03

    Build & Demo

    Repo created, architecture set. First commit in 24h. Weekly working demo runs.

  4. Step 04

    QA & Polish

    Packaged builds tested and profiled on every target device. Frame-rate budget checked.

  5. Step 05

    Launch & Handoff

    Full project and docs delivered. Platform submissions handled. 60 days active support.

Same DayNDA turnaround
2-8 WeeksCustom Unreal build
24 HoursFirst commit after scope
60 DaysPost-launch support

Six days is Miracuves build time, not calendar time

The six days are ours, and they do not run past six. What can add time sits on your side: developer account verification, merchant onboarding and compliance approvals are controlled by the app stores and your payment provider, not by us. We list exactly what you need ready on the first call so you can start those in parallel.

See what you provideFACT-005, audited quarterly

Transparent Pricing

What Unreal Engine development costs at Miracuves

We publish Unreal prices because a 3D budget is easier to plan when you can see where it starts. No "contact us for pricing" pages. No hidden fees after the scope, the target platforms and the fidelity bar are agreed.

Readymade Clone

$2,199 from

Fixed price · 6 day delivery · scoped

  • Ready-made platform: web app, admin panel and mobile apps
  • Admin panel included as standard
  • Branding and white-label applied
  • Full source code on handoff
  • 60-day post-launch support
  • NDA protected from day one
Start a Clone Project
Most Requested

Custom Unreal Engine Build

$3,699 from

Scoped per project · depends on the work · milestone billing

  • Full Unreal Engine team - C++ engineer, backend and QA on one project
  • Custom architecture for your spec
  • Weekly sprint demos - working software
  • Packaging and submission for each target platform
  • Full source code · complete IP transfer
  • Milestone billing - no pay before delivery
Get a Scope & Quote

Ongoing Development

$2,299 /mo

Monthly retainer · cancel with 2 weeks notice

  • Miracuves team assigned to your product
  • New features, releases, and maintenance
  • Weekly demos and sprint planning
  • Direct communication - no relay
  • Scales up or down as needed
  • All code remains 100% yours
Discuss Ongoing Work

Why Miracuves publishes pricesTeams that see the cost of each platform and each level of fidelity upfront make better scope decisions. If your Unreal project needs a larger budget - another target platform, more content cleanup, multiplayer - Miracuves will explain exactly why, not simply charge more.

What affects Unreal Engine project cost at Miracuves

Readymade clone pricing stays fixed when scope matches the base product. Custom Unreal Engine builds scale with: the number of target platforms (PC, console, mobile, VR), the fidelity bar and how much content must be modeled or cleaned up from CAD and BIM files, the number of levels, vehicles or product variants, multiplayer or Pixel Streaming infrastructure, MetaHuman characters and animation, and third-party plugins or SDKs beyond the standard stack.

Typical Unreal Engine budget ranges

  • Readymade clonefrom $2,1996 days
  • Custom MVP$8,000-$25,0002-8 weeks depending on scope
  • Ongoing retainerfrom $2,299/month for feature work and maintenance

Every Unreal quote is written before payment - no surprise invoices once kickoff has happened.

Example engagement

What a typical Unreal Engine project looks like at Miracuves

An illustrative example of a typical project of this kind, with client details anonymized. Figures show what this kind of build targets, not a named client's results.

A New York architecture visualization studio needed real-time UE5 walkthroughs of unbuilt commercial interiors - Lumen global illumination, Nanite geometry, and Quest 3 VR deployment - live in 30 days before three concurrent client reviews.

  1. 01

    The Challenge

    Offline V-Ray renders took 3-5 days per walkthrough, blocking daily design iterations. Revit and Archicad exports needed days of manual cleanup. No VR pipeline existed, and full-BIM scenes dropped below 10 FPS on client workstations.

  2. 02

    What Miracuves Delivered

    UE5 pipeline with Datasmith direct BIM import, Lumen dynamic lighting for live material swaps, Nanite streaming for million-polygon models at 72 FPS in VR, and Blueprint-based measurement and teleport tools for Quest 3 showroom demos.

  3. 03

    Outcome

    Pipeline operational in 30 days. Client sign-off cycle dropped from 3 weeks to 5 days. The studio won three new commercial contracts from VR presentations and retired 80% of offline render-farm work.

30 DaysPipeline delivery
5 DaysClient sign-off
100%Source owned
View All Case Studies
Project Brief
  • Solution usedArchViz Pipeline (Unreal Engine 5)
  • Delivery timeline30 days
  • Platforms deliveredPC + VR (Quest 3)
  • Key integrationsDatasmith · Lumen · Nanite · MetaHuman
  • ComplianceAIA contract documentation standards
  • Source code100% client-owned
5 DaysClient sign-off cycle
3+New contracts won
60dSupport included

Client Reviews

What clients say about building with Miracuves

Named clients, in their own words, on media-heavy products Miracuves built with them - streaming, short video with an effects pipeline, and a streaming-style learning platform. None is a game or XR title, and we do not show reviews we do not have; read every testimonial on our client testimonials page.

Client testimonial
"Player, CMS, subscriptions and the apps were all there. We brought the content pipeline, our recommendation logic and the parental-control layer. Live in weeks, not the six months a custom build would have cost, and we hit our Q1 window."
BH
Ben Loyd HolmesCo-founder &amp; CTO, URView Media
Streaming platform with player, CMS and subscriptions, built on MXFlix
Client testimonial
"Miracuves's MXShorts base gave us the feed, the video processing, the duets/stitches flow, and the moderation tools. We added our creator-fund program, our branded-effects pipeline, and a custom analytics dashboard. We launched inside a month."
GT
Glenn ThompsonFounder &amp; CEO, GTM
Short-video platform with a branded-effects pipeline, built on MXShorts
Client testimonial
"Miracuves's MXFlix + MXLearn combination gave us the player, the catalog, the user progress tracking, and the quiz/assignment layer. We added our path-recommender, our cohort-management module, and a custom certificate engine. We launched in 12 weeks. Course completion rates are 2x what we used to see on our old platform, and learners actually come back to finish."
EM
Eric J. MorinCEO &amp; Speaker, Tower Leadership
Streaming-style learning platform, built on MXFlix + MXLearn
5.0 / 5.0Clutch average · 14 reviews
4.8 / 5.0Google average rating
Top DeveloperClutch recognition · 2024-2025
Read All Reviews

Why Miracuves

Six places to check us before you ever call us

Each one is either run by someone else or open to anyone. Check them in any order; the whole list takes about a minute.

Why clients choose Miracuves

Three promises we would stake the company on

Every promise on this site rests on these three. Each one is something you can check, not something you have to take on trust.

  • 01People you can name

    Our leadership is public, with real LinkedIn profiles, not a stock-photo team page. A named team works your build and sends you progress on WhatsApp every working day.

    Meet the leadership
  • 02Proof over promises

    Every number we publish, pricing, timelines, project counts, is defined and sourced on a public facts ledger. If we can't back a claim, we don't make it.

    Read the facts ledger
  • 03A process with a deadline

    Ready-made platforms go from kickoff to live deployment in 6 working days, guaranteed: miss it for reasons on our side and we work free until launch. Custom builds get a fixed quote after a free feasibility study.

    Get a feasibility study

Frequently Asked

Questions about Unreal Engine development at Miracuves

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Can Unreal Engine 5 deliver photorealistic real-time graphics on target hardware?

Yes, on hardware that can run it. Miracuves profiles every UE5 project on release builds across target hardware - PC, console, and VR headsets. Lumen global illumination and Nanite virtualized geometry are used on PC and current consoles and replaced with baked lighting and authored LODs on mobile and standalone headsets, so cinematic quality does not sacrifice frame rate on client review hardware.

How much does Unreal Engine development cost at Miracuves?

If your scope matches a catalogue product, its price is fixed: a ready-made platform - web app, admin panel and mobile apps - starts from $2,199 and ships in 6 days, but it is not an Unreal build. Custom Unreal Engine work starts from $3,699, depending on the work; an Unreal MVP typically costs $8,000-$25,000 over 2-8 weeks. Where it lands depends on the number of target platforms, the fidelity bar, how much CAD, BIM or art content must be built or cleaned up, the number of levels or product variants, multiplayer or Pixel Streaming infrastructure and third-party plugins. An Unreal retainer for new features and upkeep starts from $2,299/month. Every quote is written before payment, with no surprise invoices after kickoff.

Does Miracuves deliver the full source code?

Yes - completely. Miracuves delivers the full Unreal Engine project, all C++ and Blueprint assets, repository with complete commit history, engine configuration, documentation, and deployment credentials. Zero lock-in. Your team or any other studio can open the project in the same Unreal Editor version, build the C++ modules and carry on straight after handoff.

How fast can an Unreal Engine project realistically be delivered?

A ready-made catalogue platform ships in 6 working days, but it is not an Unreal build. Custom Unreal work - an architectural walkthrough, a product configurator, a VR training module or a game vertical slice - takes 2-8 weeks, and larger scopes such as multiplayer or multi-platform titles are quoted in writing before work starts. Every timeline is put in writing before any payment is requested.

Unreal Engine vs Unity - which does Miracuves recommend?

Choose Unreal Engine when you need high-end graphics, architectural visualization, cinematic rendering, virtual production, or Nanite/Lumen workflows on PC and console. Miracuves recommends Unity for most mobile, 2D and cross-platform game titles where a smaller build, faster iteration and a larger mobile asset ecosystem matter. We tell you which fits before kickoff.

What platforms can Miracuves deploy Unreal Engine projects to?

Windows, macOS, Linux, iOS, Android, PlayStation, Xbox and Nintendo Switch, plus VR headsets such as Meta Quest through OpenXR, and any browser through Pixel Streaming. Console builds need the publisher's approved developer account with each platform holder. Miracuves configures platform-specific rendering settings, packaging, and certification requirements as part of every scoped delivery.

Does Miracuves handle App Store, Google Play, and console submission?

Yes, as part of scoped delivery engagements. Miracuves prepares builds, signing, store listings and compliance documentation for Steam, the Epic Games Store, the Apple and Google stores and the Meta Quest store, and runs console certification through the publisher's platform developer account. Review times are set by each store or platform holder, and console certification follows the platform's own schedule.

What happens after the project is delivered if there are bugs?

Every Miracuves delivery includes 60 days of post-launch technical support, and bugs within the delivered scope - a crash on a target device, a broken level transition, a Blueprint that misfires - are fixed at no additional cost. Feature additions beyond scope are quoted separately. Monthly maintenance retainers are available at published rates.

How does Miracuves handle NDA and confidentiality?

Miracuves signs a bilateral NDA before you share any project details - concept art, CAD files, level designs or unreleased IP. The NDA covers all technical details, business logic, and IP. An IP assignment agreement confirming that 100% ownership of the code, Blueprints and the assets we create transfers to the client is signed at project start - not at the end.

Do you offer Unreal Engine development services for non-game projects?

Yes. Alongside games we build architectural walkthroughs from Revit or Archicad models, car and product configurators, virtual production scenes for LED volumes, VR and desktop training simulations, and digital twins fed by live data. The engineering is the same C++ and Blueprints work; what changes is the input - CAD and BIM files instead of game art - and the output, which may be a showroom screen, a headset or a browser stream. Scope, platforms and budget are agreed in writing before work starts.

Can an Unreal Engine app run in a web browser?

Yes, through Pixel Streaming rather than a native web export, which Unreal no longer offers. The app runs on a cloud GPU server and streams video to the browser over WebRTC while the viewer's input is sent back, so a phone or an office laptop sees full Unreal quality. The trade-off is cost and latency: each concurrent viewer uses GPU time and needs a steady connection. For large public audiences, or 3D that must work without a stream, we recommend a WebGL build instead.

Can you take over or upgrade an existing Unreal Engine project?

Yes. We start with an audit of the project as it stands: which engine version it uses, how the C++ modules and Blueprints are organized, which plugins it depends on and how it performs in a packaged build on the target hardware. Moving to a newer Unreal version is planned plugin by plugin, since marketplace and custom plugins often need updating first. You get a written report and a written quote before any change is made.

Get Started

Ready to build your Unreal Engine app with Miracuves?

Tell Miracuves what you are building. We will review your requirements against our portfolio of 80+ Unreal Engine projects across architectural visualization, VR training simulations, real-time product configurators and cinematic pipelines, then recommend the right starting point - a custom Unreal Engine build, a ready-made platform for the business side of your product, or both together - along with the service model that suits you and a delivery timeline broken into milestones, all set out in writing before you commit or pay anything. The written proposal also covers the rendering approach we recommend for your use case, including where Lumen, Nanite and MetaHuman are worth their cost and where baked lighting or authored LODs serve you better, the build configuration for each target platform, and how we will handle asset optimization and level streaming so the project holds a steady frame rate on every device you ship to, from a high-end desktop down to a standalone VR headset.

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Page reviewed by the Miracuves Unreal Engine Development Team · Last updated May 2026 · Clutch & Google Reviews

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