Guide
Strategy
Brands
In-game influencer marketing means a brand buys visibility or builds content directly inside a game like Roblox or Fortnite — not a feed post, but a 3D ad, a sponsored experience, or a branded “island” players encounter while they play. Roblox sells its ad formats (Immersive Ads, Rewarded Video, Homepage Feature) centrally through its own and third-party buying platforms, while Fortnite runs on brands partnering with UEFN creators to build branded experiences, plus a paid-placement auction called Sponsored Row. Neither platform has documented Danish usage data.
In-game influencer marketing means a brand buys visibility or builds content directly inside a game — not a feed post, but a 3D ad, a sponsored experience, or a branded “island” players encounter while they play. Roblox sells its ad formats (Immersive Ads, Rewarded Video, Homepage Feature) centrally through its own and third-party buying platforms, while Fortnite runs on brands partnering with creators who use the build tool UEFN (Unreal Editor for Fortnite) to build branded experiences — plus a bidding placement called Sponsored Row. Neither platform has documented Danish usage data.
Every other channel the Academy covers — TikTok, Instagram, YouTube, Twitch, Discord — is built around a feed, a video, or a conversation between a creator and an audience. Roblox and Fortnite are something else entirely: the advertising is part of the gameplay itself. A user doesn't encounter a post with a visible sender, but a 3D object, a sponsored room, or a whole “island” they move around inside. That has three consequences for a brand considering the channel:
Roblox announced an expansion of its advertising platform on its own newsroom in January 2026, built around three core formats:
A brand buys these formats either programmatically through demand-side platforms (Google, Amazon DSP, Liftoff) and supply-side platforms (Index Exchange, Magnite, PubMatic), or directly through a studio or creator partnership. Roblox itself names a range of brands that have run campaigns on the platform: Universal Pictures (Jurassic World Rebirth, Five Nights at Freddy's 2), Wicked, FIFA Super Soccer, NFL Universe Football, NBA Champions and NBA Heroes, Sam's Club and e.l.f. in retail, plus Mattel and H&R Block.
Mattel, per its own investor announcement, expanded its Roblox partnership across 2025–26 with multiple experiences spanning its brands — Monster High, Barbie, Hot Wheels, Masters of the Universe and UNO — with a Monster High experience launching 24 October 2025. H&R Block, per Roblox's own coverage, returned in 2026 after a 2025 campaign that combined paid media with an integrated experience introducing players, in an accessible way, to the tax implications of in-game earnings.
In June 2026, Roblox announced two new measurement partnerships at Cannes Lions: Ipsos, to study Gen Z and Gen Alpha behavior and digital self-expression, and EDO — described by Roblox as the platform's first gaming partner — to bring measurement of branded experiences and standard campaigns benchmarked against linear TV and streaming. Per figures Roblox itself cites from the Ipsos research, 52% of surveyed 13–34-year-olds spent more time on Roblox ads than they typically do on other platforms, and 63% found the product information more memorable than on competing platforms.
Fortnite works entirely differently. Epic Games doesn't sell a centrally managed ad format the way Roblox does — instead, the economy runs on creators using UEFN (Unreal Editor for Fortnite) to build standalone game experiences (“islands”) inside Fortnite. A brand can either get a bespoke branded island built in partnership with a UEFN creator or production studio, or pay for visibility through Sponsored Row — a bid-based placement in Fortnite's Discover section which, per Fortnite's own reporting and trade outlets including esports.gg and GEEIQ, launched in late November 2025 and remains active in 2026. Sponsored Row doesn't replace algorithmic discovery entirely, but gives a brand a more guaranteed placement for a launch or a sustained campaign, in exchange for bidding against other placements for the spot.
Note: fortnite.com and epicgames.com block automated fetching (HTTP 403), so the following UEFN economy figures are cross-checked across multiple independent trade outlets (including Tubefilter and GodIsAGeek) that covered Epic Games' own “State of Unreal” showcase in June 2026, rather than pulled directly from Epic's own site. Per that coverage, Epic Games has now paid out over $1 billion to UEFN creators in total since the program began. There's no published, documented price level for either getting a branded island built or bidding on Sponsored Row — both are negotiated or auctioned case by case, and no named 2026 brand case study for a Fortnite island could be confirmed via a primary Epic source.
| Aspect | Roblox | Fortnite |
|---|---|---|
| Primary mechanism | Centrally sold ad formats (Immersive Ads, Rewarded Video, Homepage Feature) | Brand-commissioned UEFN island and/or a bid-based placement via Sponsored Row |
| Who the brand works with | Roblox's own ad system, direct or via a DSP/SSP | A UEFN creator or production studio, or Epic itself via the Sponsored Row auction |
| Buying model | CPM-based, programmatic or direct | Negotiated fee for a commissioned island, and/or a bid in the Sponsored Row auction |
| Third-party measurement | Ipsos and EDO (as of June 2026) | No confirmed third-party measurement partnership found |
| Named 2026 brand examples | Mattel, H&R Block, Universal Pictures, Sam's Club, e.l.f., NBA, NFL, FIFA | None confirmed via a primary Epic source (see note above) |
| Danish usage data | Not found/documented | Not found/documented |
Run through this checklist before committing budget to Roblox or Fortnite:
The figures below are hypothetical and illustrate only how a CPM-based Roblox buy can be calculated — they are not a documented market price and not a real Make Influence customer case.
A brand buys a Homepage Feature campaign at an illustrative CPM of $13 targeting 400,000 impressions: 400,000 ÷ 1,000 × $13 = $5,200 in total media spend. Because Homepage Feature is a visibility placement with no built-in sales tracking, a ROAS can't be calculated the way it can for a tracking-link or discount-code campaign — if a Roblox or Fortnite activation needs to be tied to sales, that requires a separate mechanism, for example a creator with their own channel mentioning a unique code in a video that links to the activation.
In Make Influence's experience, in-game marketing on Roblox and Fortnite is a structurally different discipline from ordinary influencer marketing — on Roblox, a brand often buys ad space directly from the platform with no creator as an intermediary, and on Fortnite, working with a UEFN creator looks more like a production project than an ongoing influencer relationship. We recommend a brand only moves into the channel if the target audience genuinely matches the platforms' younger core users, and that the campaign is measured from day one as an awareness and visibility effort, not as a sales channel on par with a tracking-link-based deal.
No. Sponsoring a streamer or YouTuber who plays Roblox or Fortnite happens on the platform the streamer broadcasts on (typically Twitch or YouTube) — see Twitch influencer marketing. In-game marketing, by contrast, is an ad or experience built into the game itself.
No — no published, documented Danish breakdown has been found for either platform.
In practice, a commissioned Fortnite island or a programmatic Roblox campaign requires some production or media budget, so the channel is currently most realistic for brands with a dedicated awareness budget — but Roblox's own description of Rewarded Video positions it as accessible to a broader range of advertisers than a bespoke Homepage Feature or island campaign.
Yes, to the extent a creator promotes a paid partnership outside the game itself — for example in a video showcasing a branded island — the ordinary Danish/EU disclosure rules apply the same way they apply to any other paid endorsement.
That's a different channel with its own structure — a private, membership-gated platform with no public feed and no ad product. See Discord and community-based influencer marketing for how brands sponsor or build a community there.
No — neither Roblox nor Epic Games has published a fixed price level; both are negotiated or settled in an auction case by case.
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