W3C Design Tokens
3 filesCross-tool design-token spec (DTCG/W3C). Light + dark mode siblings.
Unreal Engine is Epic Games' real-time 3D creation platform — the engine behind Fortnite, the Unreal Tournament series, a large share of AAA console / PC games, and a growing footprint in film virtual-production (the volume / LED-wall pipeline behind The Mandalorian and its successors), architectural visualization, and automotive simulation. The brand voice under the recent Epic Design System ("EDS") rebrand is cinematic-engineering: hero artwork on deep ink grounds, the signature Unreal Blue (#26BBFF) carrying the primary action, and a calibrated nine-stop blue ramp covering everything from deep-navy surface tints (#0A2633) to bright link affordances (#A0E1FF). Visually, Unreal Engine is dark-first by construction — the deep ink canvas (#101014) is the dominant background, and the brand reads at its strongest in hero key-art presentations. Unreal Engine is a brand under the Epic Games umbrella (parent catalogued as epic-games@1) but stands on its own atom because the EDS blue identity is functionally distinct from the reductive monochrome Epic Games Store chrome.
Use the [email protected] brand from brand-atoms.com.
Fetch https://brand-atoms.com/dist/brands/unreal-engine/1.0.0/json/brand.json
and apply its role mappings (primary, accent, identity, etc.),
reference the fonts in references.fonts, and honor every rule where
severity is "error". Surface any deviation you choose to make.
All converter outputs for [email protected]. Served from
/dist/brands/unreal-engine/1.0.0/.
Cross-tool design-token spec (DTCG/W3C). Light + dark mode siblings.
Plain JSON mirror of the resolved brand — palette, fonts, roles, rules.
CSS custom properties on :root with prefers-color-scheme dark.
SCSS variables + Sass maps for swatches, roles, and fonts.
Tailwind v3 theme.extend.colors + fontFamily.
Figma Tokens plugin JSON (Tokens Studio compatible).
Swift enums for SwiftUI / UIKit color + font tokens.
Kotlin objects for Jetpack Compose color + typography tokens.
Human-readable brand guide. Same source as the on-page Brand Guide.
Inline rendering of the Markdown brand guide. Same source as the
markdown/brand-guide.md download.
Unreal Engine is Epic Games' real-time 3D creation platform — the engine behind Fortnite, the Unreal Tournament series, a large share of AAA console / PC games, and a growing footprint in film virtual-production (the volume / LED-wall pipeline behind The Mandalorian and its successors), architectural visualization, and automotive simulation. The brand voice under the recent Epic Design System ("EDS") rebrand is cinematic-engineering: hero artwork on deep ink grounds, the signature Unreal Blue (#26BBFF) carrying the primary action, and a calibrated nine-stop blue ramp covering everything from deep-navy surface tints (#0A2633) to bright link affordances (#A0E1FF). Visually, Unreal Engine is dark-first by construction — the deep ink canvas (#101014) is the dominant background, and the brand reads at its strongest in hero key-art presentations. Unreal Engine is a brand under the Epic Games umbrella (parent catalogued as epic-games@1) but stands on its own atom because the EDS blue identity is functionally distinct from the reductive monochrome Epic Games Store chrome.
Tags: unreal-engine, epic-games, gaming, engine, real-time-3d, dark-first, blue
Unreal Engine · [email protected] · Proprietary — All Rights Reserved
Unreal Engine's brand palette as captured from the live unrealengine.com Epic Design System ("EDS") tokens — including the --color-eds.palette.blue.* family (the signature Unreal blue ramp), the --color-eds.fill.primary.* family (default brand action), the --color-background-default ink canvas, and the --color-fill-critical.* and --color-fill-success.* status channels. The brand is dark-first by construction: a deep ink canvas (#101014) carries the chrome, with the signature Unreal Blue (#26BBFF) as the primary action color across the design system. The blue ramp is fully calibrated for both light and dark contexts — #0A2633 deep through #D6F2FF pale — and the brand reads as engineering-precise and cinematic.
| Role | Font | License | Classification |
|---|---|---|---|
heading |
Inter Tight ([email protected]) |
OFL-1.1 | sans-serif |
body |
Inter ([email protected]) |
OFL-1.1 | sans-serif |
mono |
JetBrainsMono Nerd Font ([email protected]) |
OFL-1.1 | monospace |
| ID | Name | Value |
|---|---|---|
unreal-blue |
Unreal Blue | #26BBFF |
unreal-blue-hover |
Unreal Blue Hover | #72D3FF |
unreal-blue-400 |
Unreal Blue 400 | #33BFFF |
unreal-blue-500 |
Unreal Blue 500 | #69D0FF |
unreal-blue-600 |
Unreal Blue 600 | #A0E1FF |
unreal-blue-700 |
Unreal Blue 700 | #D6F2FF |
unreal-blue-300 |
Unreal Blue 300 | #258CBB |
unreal-blue-200 |
Unreal Blue 200 | #185977 |
unreal-blue-100 |
Unreal Blue 100 | #0A2633 |
ink |
Ink | #101014 |
ink-elevated |
Ink Elevated | #202024 |
ink-elevated-hover |
Ink Elevated Hover | #505054 |
ink-divider |
Ink Divider | #303034 |
ink-deep |
Ink Deep | #000000 |
snow |
Snow | #FFFFFF |
snow-soft |
Snow Soft | #808084 |
critical-default |
Critical Default | #FF3F56 |
critical-alternate |
Critical Alternate | #FF6173 |
critical-text |
Critical Text | #FF6173 |
success-default |
Success Default | #8AEA90 |
success-alternate |
Success Alternate | #71D687 |
warning-default |
Warning Default | #FFC229 |
warning-yellow-400 |
Warning Yellow 400 | #F7D82B |
gradient-green |
Gradient Green | #5FE367 |
gradient-orange |
Gradient Orange | #FE8539 |
| Role | Swatch | Hex |
|---|---|---|
background |
snow |
#FFFFFF |
surface |
unreal-blue-700 |
#D6F2FF |
surface-elevated |
snow |
#FFFFFF |
text-primary |
ink |
#101014 |
text-secondary |
ink-elevated-hover |
#505054 |
text-tertiary |
snow-soft |
#808084 |
primary |
unreal-blue-200 |
#185977 |
primary-hover |
unreal-blue-300 |
#258CBB |
accent |
unreal-blue-300 |
#258CBB |
accent-hover |
unreal-blue-200 |
#185977 |
warning |
warning-default |
#FFC229 |
warning-hover |
gradient-orange |
#FE8539 |
error |
critical-default |
#FF3F56 |
success |
success-alternate |
#71D687 |
border |
ink-divider |
#303034 |
| Role | Swatch | Hex |
|---|---|---|
background |
ink |
#101014 |
surface |
ink-elevated |
#202024 |
surface-elevated |
ink-elevated-hover |
#505054 |
text-primary |
snow |
#FFFFFF |
text-secondary |
snow-soft |
#808084 |
text-tertiary |
ink-elevated-hover |
#505054 |
primary |
unreal-blue |
#26BBFF |
primary-hover |
unreal-blue-hover |
#72D3FF |
accent |
unreal-blue-hover |
#72D3FF |
accent-hover |
unreal-blue-500 |
#69D0FF |
warning |
warning-default |
#FFC229 |
warning-hover |
gradient-orange |
#FE8539 |
error |
critical-default |
#FF3F56 |
success |
success-default |
#8AEA90 |
border |
ink-divider |
#303034 |
| Role | Swatch | Hex |
|---|---|---|
identity |
ink |
#101014 |
on-identity |
unreal-blue |
#26BBFF |
primary |
unreal-blue |
#26BBFF |
primary-hover |
unreal-blue-hover |
#72D3FF |
accent |
unreal-blue-hover |
#72D3FF |
accent-hover |
unreal-blue-500 |
#69D0FF |
mark |
snow |
#FFFFFF |
success |
success-default |
#8AEA90 |
warning |
warning-default |
#FFC229 |
error |
critical-default |
#FF3F56 |
text-primary-light |
ink |
#101014 |
text-primary-dark |
snow |
#FFFFFF |
background-light |
snow |
#FFFFFF |
background-dark |
ink |
#101014 |
surface-light |
unreal-blue-700 |
#D6F2FF |
surface-dark |
ink-elevated |
#202024 |
text-secondary-light |
ink-elevated-hover |
#505054 |
text-tertiary-light |
snow-soft |
#808084 |
border-light |
ink-divider |
#303034 |
| Role | Font role key |
|---|---|
display |
heading |
prose |
body |
code |
mono |
colorChoice → roles.colors.primaryThe Unreal Blue family (#26BBFF default / #72D3FF hover) carries the primary action across the Epic Design System — declared as --color-fill-primary-default and --color- fill-primary-hover. The status colors (red critical, amber warning, green success) are reserved for their semantic roles, and the gradient end-stops are content affordances inside EDS gradient surfaces, not primary actions. Substituting any of them for the brand primary inverts the documented EDS action grammar.
colorChoice → roles.colors.markThe Unreal Engine wordmark renders in pure white on dark surfaces, in pure black on light surfaces, and in the Unreal Blue (#26BBFF) for documented brand-color treatments on hero key-art. The status colors and gradient end-stops are not mark fills; substituting any of them for the wordmark fill misrepresents the brand.
forbiddenTreatment → logoUnreal Engine's wordmark is a fixed-proportion identity governed by the Epic Games / Unreal Engine branding center. Recoloring (outside the documented Unreal Blue treatment), skewing, rotating, drop-shadowing, or placing the mark on a busy photo without documented clearspace conflicts with the Epic Games branding guidelines.
contrastRatio → text-primarybackground7WCAG-AAASnow (#FFFFFF) on Ink (#101014) measures ~19:1 — clears AAA decisively. Unreal Engine's marketing surfaces carry long-form technical documentation (engine release notes, Blueprint reference, C++ API docs) where the AAA contrast band matches the long-read posture.
contextRestriction → roles.colors.accentThe Unreal Blue family carries identification, inline links, focus rings, and selection (--color-text-select- default, --color-fill-primary-press). It must not appear as the error / destructive / warning state — those contexts use --color-fill-critical-default (#FF3F56) and --color-icon-warning (#FFC229) respectively. Substituting blue for any of those semantic roles collapses the EDS status grammar.
enumMembership → typography.heading.fontWeightUnreal Engine's EDS declares Regular (400), Medium (500), Bold (700), and Black (900) cuts of Inter / Inter Tight — captured as --fonts-eds.weight.regular, --fonts-eds.weight. medium, --fonts-eds.weight.bold, and --fonts-eds.weight. black. Lighter cuts (100–300) and SemiBold (600) are not in the deployed type system.
accessibilityRequirement → *WCAG-AAA1.4.6WCAG 2.1 Success Criterion 1.4.6 (Contrast Enhanced) — Level AAA. Unreal Engine's documentation surfaces and the editor splash / loading screens specifically (which developers spend long sessions reading) benefit from the AAA contrast band rather than the AA floor.
fontPairing → typography.displayprose1.5Unreal Engine pairs Inter Tight (display, --font-family- display) with Inter Regular (prose, --font-family-base). The compressed Inter Tight earns a 1.5× minimum size ratio over the wider Inter body to preserve the cinematic-engineering hierarchy the brand depends on.
compositionConstraint → roles.colors.primaryUnreal Blue reads cleanest against the deep ink canvas or the snow inverse. Placing it directly adjacent to the critical red, warning amber, or gradient orange produces chromatic conflict and collapses the semantic separation between brand action and status signaling — the live EDS surfaces keep these channels separated by neutral chrome.
Proprietary — All Rights Reserved2026-05-19Generated by the brand-atoms converter. Source: [email protected] from the encyclopedia.
Every block below renders from the resolved palette + font references on this brand. Swap the brand and the same template re-themes — no per-brand component code required.
Body copy renders in the brand's prose font on the brand's background.
Inline links and highlighted phrases pick up
the brand's primary and highlight roles. Code spans like brand.references.palette
fall back to the monospace face.
A blockquote uses the brand's accent color as its rule. Useful for pulling tagline copy out of running prose.
Neutral status — provides supplemental context without urgency. Uses the brand's primary as the rule.
Confirms a completed action — palette role success determines the rule color.
Calls out something that needs attention but isn't an error — palette role warning.
Surfaces a failure that blocks progress — palette role error. Use sparingly.
| Role | Resolves to | Mode |
|---|---|---|
| primary | brand color #1 | light + dark |
| accent | brand color #2 | light + dark |
| warning | brand warning | light + dark |
| error | brand error | light + dark |
[email protected][email protected][email protected][email protected]Brand-level role overrides on top of palette-default mappings. Each role resolves to a concrete swatch or font reference.
→ unreal-blue-hover #72D3FF → unreal-blue-500 #69D0FF → ink #101014 → snow #FFFFFF → ink-divider #303034 → critical-default #FF3F56 → ink #101014 → snow #FFFFFF → unreal-blue #26BBFF → unreal-blue #26BBFF → unreal-blue-hover #72D3FF → success-default #8AEA90 → ink-elevated #202024 → unreal-blue-700 #D6F2FF → snow #FFFFFF → ink #101014 → ink-elevated-hover #505054 → snow-soft #808084 → warning-default #FFC229 → mono JetBrainsMono Nerd Font → heading Inter Tight → body Inter → unreal-blue-300 → unreal-blue-200 → snow → ink-divider → critical-default → unreal-blue-200 → unreal-blue-300 → success-alternate → unreal-blue-700 → snow → ink → ink-elevated-hover → snow-soft → warning-default → gradient-orange → unreal-blue-hover → unreal-blue-500 → ink → ink-divider → critical-default → unreal-blue → unreal-blue-hover → success-default → ink-elevated → ink-elevated-hover → snow → snow-soft → ink-elevated-hover → warning-default → gradient-orange colorChoice roles.colors.primary allowed unreal-blue, unreal-blue-hover, unreal-blue-400, unreal-blue-500 forbidden critical-default, warning-default, success-default, gradient-orange, gradient-green The Unreal Blue family (#26BBFF default / #72D3FF hover) carries the primary action across the Epic Design System — declared as --color-fill-primary-default and --color- fill-primary-hover. The status colors (red critical, amber warning, green success) are reserved for their semantic roles, and the gradient end-stops are content affordances inside EDS gradient surfaces, not primary actions. Substituting any of them for the brand primary inverts the documented EDS action grammar.
colorChoice roles.colors.mark allowed snow, ink, unreal-blue forbidden critical-default, warning-default, success-default, gradient-orange, gradient-green The Unreal Engine wordmark renders in pure white on dark surfaces, in pure black on light surfaces, and in the Unreal Blue (#26BBFF) for documented brand-color treatments on hero key-art. The status colors and gradient end-stops are not mark fills; substituting any of them for the wordmark fill misrepresents the brand.
forbiddenTreatment logo treatments stretched, rotated, recolored, drop-shadow, gradient-fill, on-busy-photo, outlined, distorted Unreal Engine's wordmark is a fixed-proportion identity governed by the Epic Games / Unreal Engine branding center. Recoloring (outside the documented Unreal Blue treatment), skewing, rotating, drop-shadowing, or placing the mark on a busy photo without documented clearspace conflicts with the Epic Games branding guidelines.
contrastRatio text-primary against background minRatio 7 standard WCAG-AAA Snow (#FFFFFF) on Ink (#101014) measures ~19:1 — clears AAA decisively. Unreal Engine's marketing surfaces carry long-form technical documentation (engine release notes, Blueprint reference, C++ API docs) where the AAA contrast band matches the long-read posture.
contextRestriction roles.colors.accent forbiddenContexts error-state, destructive-action, warning allowedContexts hero-headline, active-state, focus-ring, inline-link, selection The Unreal Blue family carries identification, inline links, focus rings, and selection (--color-text-select- default, --color-fill-primary-press). It must not appear as the error / destructive / warning state — those contexts use --color-fill-critical-default (#FF3F56) and --color-icon-warning (#FFC229) respectively. Substituting blue for any of those semantic roles collapses the EDS status grammar.
enumMembership typography.heading.fontWeight allowed 400, 500, 700, 900 Unreal Engine's EDS declares Regular (400), Medium (500), Bold (700), and Black (900) cuts of Inter / Inter Tight — captured as --fonts-eds.weight.regular, --fonts-eds.weight. medium, --fonts-eds.weight.bold, and --fonts-eds.weight. black. Lighter cuts (100–300) and SemiBold (600) are not in the deployed type system.
accessibilityRequirement * standard WCAG-AAA criterion 1.4.6 WCAG 2.1 Success Criterion 1.4.6 (Contrast Enhanced) — Level AAA. Unreal Engine's documentation surfaces and the editor splash / loading screens specifically (which developers spend long sessions reading) benefit from the AAA contrast band rather than the AA floor.
fontPairing typography.display requires prose minSizeRatio 1.5 Unreal Engine pairs Inter Tight (display, --font-family- display) with Inter Regular (prose, --font-family-base). The compressed Inter Tight earns a 1.5× minimum size ratio over the wider Inter body to preserve the cinematic-engineering hierarchy the brand depends on.
compositionConstraint roles.colors.primary pairsWith ink, ink-elevated, snow, unreal-blue-100 doesNotPairWith critical-default, warning-default, gradient-orange Unreal Blue reads cleanest against the deep ink canvas or the snow inverse. Placing it directly adjacent to the critical red, warning amber, or gradient orange produces chromatic conflict and collapses the semantic separation between brand action and status signaling — the live EDS surfaces keep these channels separated by neutral chrome.
Proprietary — All Rights Reserved2026-05-19