Launched PVP and Tycoon Fortnite Islands
I mainly worked on PVP objective and team death match maps and Tycoon base building maps.
From Decemeber 2023 to April 2024, I was contracted by Creators Corp to colloborate on UEFN Fortnite islands. Over time I developed a better understanding for the platform and honed in on Tycoon gameplay which is a base building experience that was trending while I was there. Together with the lead programmer and junior level artist, I helped to launch several engaging maps that millions of players have enjoyed.
Launched Maps
OKAY BEARS (Bed wars PVP)
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This was my first project at Creators Corp where I came on during its last three weeks of development. I started by iterating on the team base areas of the map. At the time the bases were a bit cramped so I reworked the shops from being purchasables on the walls to having their own interior spaces. This provided additional room for the player to move around in, some cover for when other teams invaded their bases, and gave the shops some character and clarity to what they specifically sold.
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I worked on the many contestable islands by providing them additional cover. During playtesting, players tended to hunker down in their bases as it was safe and the advantage of going to the islands early did not match the risk. Adding additional cover to the non-base islands gave players more reason to move outside of their bases during the early game, as these islands would be less risky to capture and obtain resources from.
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Due to the team size being primarily two developers including myself, I was also responsible for some of the art. During this project I created, implemented, and optimized many different art assets not from Fortnite. One of my favorite pieces that I was able to implement within the last days of the project was a bear character in a wheel chair. The NFT owner associated with the bear character was disabled to a wheel chair and tweeted after the map’s launch about how he appreciated the detail for his character.
Responsibilities
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Iterated on game spaces based on playtesting feedback
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Made signage for clear communication and to reduce player friction
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Crafted custom models and materials, lit interior areas, and optimized art for performance
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Promptly worked to hit fast past deliverables from client and production​
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My first map at Creators Corp that presented many challenges and pushed me to learn and adapt efficiently; this map has over a million plays!
Weapons Tycoon (Multiplayer Base Building)
Originally the timeline for this map was two to three weeks with two developers including myself on the project. With a tight deadline, I quickly established some of my design goals for the level and laid out the different areas of the map.
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Once planning was over, I got to work on developing the different spaces with Fortnite’s modular building pieces. Once I got the layout in a place that I felt confident in, I started to set dress the different areas and implement the gameplay devices developed by the team’s programmer. I was able to get the map playable by the end of the week 2 for a meeting with production.
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After the meeting and some discussions, production decided to pivot the map. A major change was bringing the map into the sky. For the next several weeks, I worked on researching other tycoon maps, making iterations on the game spaces, and setting up different gameplay devices and UI elements for multiple design loops. The final rendition followed a flow that fit more closely to successful tycoon maps at the time including YouTuber Tycoon 3, Hacker Tycoon, and Custom Cars Tycoon.
First Iteration
Responsibilities
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Reworked layout and pathing based on production deliverables
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Made several passes on progression including purchases, rewards, and weapons
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Set up gameplay devices and UI elements
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Made custom art assets like the conveyor belt based on similiar tycoon designs
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This was my last map and probably the best map that I worked on at Creators Corp with over a millions plays!
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Final Gameplay
Chocolate Factory Tycoon (Multiplayer Base Building)
I was brought onto this map after about 2 weeks of development. Alongside the team’s programmer, I focused on making the game experience more fun through cleaner level layouts, aesthetic development, additional player feedback, and better game feel.
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For the mini games I mainly reworked spaces to make them easier to traverse through by reducing clutter and orientating assets for clearer lines of sight.
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In order to develop the player feedback and make the experience feel better I tweaked and utilized many niagara vfx and sound effect cues.
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In regards to the aesthetic I focused on developing the ‘Wonka’ look by increasing the saturation in post process and through several lighting iterations using bright colorful, lights throughout the factory.
Responsibilities
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Collaborated with programmer to make gameplay more fun and engaging through iterating gameplay mechanics and game spaces
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Reworked minigame areas for clearer slight lines and player guidance
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Developed "wonka" atmosphere with stylized lighting, vfx, and post process
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The map was a fun experience to work on that pushed me to hit a specific likeness in the aesthetic. This map has over a milion plays!
Bugha's End Game
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Rapidly developed assets and reworked map based on client and production needs
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Created custom flag simulation and implemented asset within UEFN's editor limitations
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The update for this map had a short time window of a few days where I had to work diligently to meet deadlines
Monsters Tycoon
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Help integrate and set up devices to drive gameplay
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Developed the overall aesthetic and layout, while optimizing nanite assets for mutli-platform experience
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This project helped me learn what makes the Tycoon experience fun and engaging