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Fortnite Triathlon

Level Designer   |   Solo project   |   Unreal Engine for Fortnite PUBLISHED

WHAT DID I DO?

I learned Unreal Engine for Fortnite (UEFN)

  • Landscaping Tools

  • Accolades, Devices, Events, & Functions

  • Island Settings

  • Revision Control
     

I created three sections for Fortnite mechanics

  • Platforming

  • Shooting

  • Building & Driving

Fortnite Triathlon-Accolades gif.gif

 

Gameplay: Collecting XP Award Accolades

PLANNING

I used Flow Charts to plan out skill challenges for each mechanic and how they flow together
 

  • Each shape represents a type of engagement 

    • Skill Challenge

    • Combat

    • Exploration

    • Cutscene
       

  • I note intended difficulty and relative duration of each skill challenge
     

  • I plan the Golden Path and where gameplay elements flow along it

Flow Chart.jpg

 

Flow Chart for the first section

Sec 1 Mood Board.png
Sec 2 Mood Board.png

 

Mood boards for each section

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Mood Board.jpg

Mood boards collect references for theming that I use during Set Decoration
 

  • I think about how decorations could fit into the space while blocking things out
     

  • I think about how skill challenges would make sense within a specific theme

PROTOTYPING

I start by creating very basic elements of a level, playtesting them, and iterating on each element
 

  • Playtesting shows how long it takes to move through each gameplay element

    • I compare this to my planning documents
       

  • This is when I think about health pickups, checkpoints, damage done to the player, and pacing of each section of the level

UEFN Snapshot Revision Control.png

 

Revision history of the first skill challenge

UEFN_Damage Zone.png

 

Platforming: the final version of the first Damage Zone

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Fortnite Triathlon-Driving.gif

 

Build & Drive: A driving challenge to collect building materials

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UEFN_Wild West.png

Each section had different issues to think about
 

  • For platforming, I had to consider the timing between traps and how quickly players can get through Damage Zones

    • I averaged playtested times from experienced and new players
       

  • For building and driving, I had to account for mistakes when building and control difficulty

    • I added extra building materials

    • Motorbikes were hard to control, so I removed them in favor of Karts
       

  • For shooting, I tested the affordances of different weapons and thought of how to challenge players on those affordances

    • Pistol sections challenge quick-draw

    • Shotgun sections challenge shot spread

    • Sniper sections challenge bullet drop

 

Shooting:​ a target designed to test quick-draw  skills

ITERATING

UEFN_Thumbnail1.png

 

Tutorializing Mantling for players that don't know how to

My first pass involves guiding players along the golden path, especially in problematic areas
 

  • My flow charts give me a starting point: guide players between each "shape" of gameplay
     

  • Playtesting teaches me where players need more guidance than I initially expected

In my second pass, I reward exploration and implement optional difficulty spikes
 

  • Playtesting shows where players often go

    • I put collectibles where players expect to find hidden collectibles and in cold spots
       

  • I use collectibles to increase the difficulty of skill challenges, for players who want it

    • "Easy" mode is straightforward to navigate

    • "Hard" mode is difficult to find all collectibles without dying in skill challenge
       

  • In UEFN, I used Accolade Functions to reward XP when collecting coins, reaching checkpoints, and completing a level section

UEFN_racetrack.png

 

Gold guides players to the next building material

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Fortnite Triathlon-Accolades gif.gif

 

Gameplay: Collecting XP Award Accolades

UEFN_Pirates.png

 

Section 1 shows pirates looting abandoned ruins

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UEFN_Scene Composition.png

 

Shot: Player goes through jaws of a mysterious skeleton

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UEFN_Ruins.png

Once I'm confident in the level's design I do a final pass for environmental storytelling.
 

  • Each mood board supports an implicit narrative 

    • Section 1: pirates looting abandoned ruins

    • Section 2: A race in the mountains

    • Section 3: A shooting gallery
       

  • I enjoy using composed shots to transition between skill challenges

    • especially those that increase in difficulty
       

  • In UEFN, I used two styles of Props and Prefabs that pair well together 

    • Section 1 uses Wilds and Sunny Steps

 

Final shot reveals a throne surrounded by massive bones

Curious to Know More? Email Me or connect on LinkedIn

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