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Industry breakdown · 2 min · 10/9/2026
Minecraft Dungeons: Small Team, Unreal
About twenty developers built Minecraft Dungeons on Unreal Engine. What engine source access and tight scope meant for the team, and lessons for co-dev work.
What happened
Minecraft Dungeons was built on Unreal Engine by a team of about twenty developers. Source access let them adapt the engine to the game instead of working around it, and lightweight workflows kept iteration fast.
Why it worked
- Engine source access turned blockers into small, local engine changes.
- The game was scoped to what a small crew could actually polish.
- Fast iteration loops mattered more than tooling breadth.
What we'd take into a client project
- If you plan engine changes, agree up front how they are tracked and merged so engine upgrades stay possible.
- Write the scope down per milestone and cut features before polish time, not during it.
- Measure iteration time (edit, build, test) early; slow loops cost a small team more than a large one.
Related
Note: Feative Studios was not involved in this project. This breakdown summarises what the developers have shared publicly; the takeaways are our own.