
Fortnite Triathlon
Level Designer | Solo project | Unreal Engine for Fortnite PUBLISHED
WHAT DID I DO?
I learned Unreal Engine for Fortnite (UEFN)
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Landscaping Tools
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Accolades, Devices, Events, & Functions
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Island Settings
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Revision Control
I created three sections for Fortnite mechanics
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Platforming
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Shooting
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Building & Driving

Gameplay: Collecting XP Award Accolades
PLANNING
I used Flow Charts to plan out skill challenges for each mechanic and how they flow together
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Each shape represents a type of engagement
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Skill Challenge
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Combat
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Exploration
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Cutscene
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I note intended difficulty and relative duration of each skill challenge
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I plan the Golden Path and where gameplay elements flow along it

Flow Chart for the first section


Mood boards for each section
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Mood boards collect references for theming that I use during Set Decoration
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I think about how decorations could fit into the space while blocking things out
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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
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Playtesting shows how long it takes to move through each gameplay element
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I compare this to my planning documents
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This is when I think about health pickups, checkpoints, damage done to the player, and pacing of each section of the level

Revision history of the first skill challenge

Platforming: the final version of the first Damage Zone
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Build & Drive: A driving challenge to collect building materials
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Each section had different issues to think about
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For platforming, I had to consider the timing between traps and how quickly players can get through Damage Zones
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I averaged playtested times from experienced and new players
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For building and driving, I had to account for mistakes when building and control difficulty
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I added extra building materials
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Motorbikes were hard to control, so I removed them in favor of Karts
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For shooting, I tested the affordances of different weapons and thought of how to challenge players on those affordances
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Pistol sections challenge quick-draw
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Shotgun sections challenge shot spread
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Sniper sections challenge bullet drop
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Shooting:​ a target designed to test quick-draw skills
ITERATING

Tutorializing Mantling for players that don't know how to
My first pass involves guiding players along the golden path, especially in problematic areas
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My flow charts give me a starting point: guide players between each "shape" of gameplay
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Playtesting teaches me where players need more guidance than I initially expected
In my second pass, I reward exploration and implement optional difficulty spikes
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Playtesting shows where players often go
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I put collectibles where players expect to find hidden collectibles and in cold spots
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I use collectibles to increase the difficulty of skill challenges, for players who want it
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"Easy" mode is straightforward to navigate
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"Hard" mode is difficult to find all collectibles without dying in skill challenge
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In UEFN, I used Accolade Functions to reward XP when collecting coins, reaching checkpoints, and completing a level section

Gold guides players to the next building material
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Gameplay: Collecting XP Award Accolades

Section 1 shows pirates looting abandoned ruins
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Shot: Player goes through jaws of a mysterious skeleton
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Once I'm confident in the level's design I do a final pass for environmental storytelling.
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Each mood board supports an implicit narrative
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Section 1: pirates looting abandoned ruins
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Section 2: A race in the mountains
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Section 3: A shooting gallery
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I enjoy using composed shots to transition between skill challenges
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especially those that increase in difficulty
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In UEFN, I used two styles of Props and Prefabs that pair well together
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Section 1 uses Wilds and Sunny Steps
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Final shot reveals a throne surrounded by massive bones