"Happy Anniversary" - Custom Fortnite SP/Co-Op Map (WIP Page)
Published: December 2023
Created With: Unreal Editor For Fortnite (UEFN/Creative 2.0)
Level Description:
This custom Fortnite level was a Co-Op experience I created in Unreal Editor for Fortnite as an Anniversary/Holiday gift for my GF. Inspired by actual events from our relationship, I wanted to recreate core moments from our relationship, mainly how we met and our first date, into a action-packed, interactive playable experience in Fortnite.
It is a fully designed level that can be completed in Co-Op or Single-Player that I designed from concept through to publish.
Level Goals:
Created With: Unreal Editor For Fortnite (UEFN/Creative 2.0)
Level Description:
This custom Fortnite level was a Co-Op experience I created in Unreal Editor for Fortnite as an Anniversary/Holiday gift for my GF. Inspired by actual events from our relationship, I wanted to recreate core moments from our relationship, mainly how we met and our first date, into a action-packed, interactive playable experience in Fortnite.
It is a fully designed level that can be completed in Co-Op or Single-Player that I designed from concept through to publish.
Level Goals:
- Remix/recreate real life moments from our relationship into engaging, memorable Gameplay segments in Fortnite, utilizing their mechanics and systems available
- Design & pace out level to be engaging Player experience that can be completed in 2 Player Co-Op or Solo
- Practice Narrative/Linear Driven mission designs
- Scripting (narrative/scripted events, Player interactions, VFX/audio, objective completion)
- SP/Co-Op Encounter Designing (Designing AI combat environments, placing enemy & cover placement placement for best gameplay options)
- Design moments to fulfill high level emotions/goal/player fantasy via gameplay mechanics mixed with level design, audio, and scripted moments
Video Play-Thru of Level:
Level Breakdown:
When first starting this level, UEFN had come out a few weeks prior and was still in Beta.
Taking some time to learn what Fortnite mechanics/features were available in UEFN, I creatively turned actual events from my relationship into unqiue playable features in Fortnite.
As I wanted the experience to offer more engaging gameplay than a walking sim, I wanted my GF and I to relive some core moments in Fortnite that involved player interactions and actual interactive gameplay to complete.
This is the approach I took to every event in the level, obviously warping reality greatly for sake of interesting gameplay, as I wanted each section of the level to feel unique so the experience never got boring or repetitive.
Narration boards and scripted events help set the stage and explain the various events/sections of this level, so Players are always understanding the theme and background behind each event portrayed (as most events are greatly exaggerated for gameplay purposes with comical twists, as one would expect from Fortnite).
When first starting this level, UEFN had come out a few weeks prior and was still in Beta.
Taking some time to learn what Fortnite mechanics/features were available in UEFN, I creatively turned actual events from my relationship into unqiue playable features in Fortnite.
As I wanted the experience to offer more engaging gameplay than a walking sim, I wanted my GF and I to relive some core moments in Fortnite that involved player interactions and actual interactive gameplay to complete.
This is the approach I took to every event in the level, obviously warping reality greatly for sake of interesting gameplay, as I wanted each section of the level to feel unique so the experience never got boring or repetitive.
Narration boards and scripted events help set the stage and explain the various events/sections of this level, so Players are always understanding the theme and background behind each event portrayed (as most events are greatly exaggerated for gameplay purposes with comical twists, as one would expect from Fortnite).
1) Intro/Tunnel of Love
Section Design/Goals:
Section Description:
To simulate how my GF and I met online during the Pandemic, each Player starts in their own isolated intro section, where the experience is explained to them as "a totally accurate retelling of how we met/our relationship".
Marked above as "Player 1 Spawn" & "Player 2 Spawn", each player goes through identical intro areas and their own "Tunnel of Love".
Players fly through the tunnel using Fortnite's Skydive Triggers and go through our Online Dating Profiles and first few messages after matching (actual messages hidden in video/pictures due to private purposes).
Designing the tunnels to be flown through rather than walked through makes it more engaging and memorable as an experience, and supposed to simulate the feeling of navigating the online space.
At the end of the tunnel, Players are transported to the "First Date" where we met in person for the first time.
- Start Players off isolated from each other, simulating how we met online
- Have Players navigate our Online Portfolios and first messages in interactive manner
- "Tunnel of Love's" design incorporates rolling hills (inclines/declines) to encourage more Player interaction & the feeling of a rollercoaster that most feel when first messaging a match online
- Inspired by the pacing & flow of a Rollercoaster, Players go thru our Online Portfolio in an uphill incline, sending the first message at the peak of the incline with an immediate drop towards the next message
- Hitting the "Send" button next to message panel grants XP and spawns VFX
- Encouraging more Player engagement by offering targets to fly thru
- All XP and triggered events in intro rewarded individually for each Player, so intro could be experienced as designed despite teammate's pacing/actions
Section Description:
To simulate how my GF and I met online during the Pandemic, each Player starts in their own isolated intro section, where the experience is explained to them as "a totally accurate retelling of how we met/our relationship".
Marked above as "Player 1 Spawn" & "Player 2 Spawn", each player goes through identical intro areas and their own "Tunnel of Love".
Players fly through the tunnel using Fortnite's Skydive Triggers and go through our Online Dating Profiles and first few messages after matching (actual messages hidden in video/pictures due to private purposes).
Designing the tunnels to be flown through rather than walked through makes it more engaging and memorable as an experience, and supposed to simulate the feeling of navigating the online space.
At the end of the tunnel, Players are transported to the "First Date" where we met in person for the first time.
2) Meet Up/First Date
Section Design/Goals:
Section Description:
Players meet up to go through the rest of the level together.
Objectives and music change to fit 1st date memories/themes.
Players go through 3 core events from our first date in a circular hub, allowing players to go at their own pace and in any order they wish.
- Players are teleported to their own hallway where Narration Panels explain how the Pandemic prolonged our first in-person date
- Players see each other as they reach the top of the stairs in an area inspired by the actual area we met irl
- All locations were inspired by real life places/events, exaggerated and designed with Fortnite flare and the design of keeping players in playable areas, leading to other iconic areas of our first date in a linear fashion
- Once the Players meet up, they go through the rest of the level together as a Co-Op team
- All aspects of the level were designed for Co-Op, but also for Solo play-thrus
- The following area recreates iconic moments from our first date a circular hub area so Players can explore at their own pace
- Events such as Eating Ice-cream in a Parking Garage, City skyline, exploring Little Tokyo
- Turn XP and Triggered Events into Team activated events after meet up
- Ensuring level was completable for Co-Op and Solo play-thrus
Section Description:
Players meet up to go through the rest of the level together.
Objectives and music change to fit 1st date memories/themes.
Players go through 3 core events from our first date in a circular hub, allowing players to go at their own pace and in any order they wish.
3) Giant Roach Fight
Section Design/Goals:
Section Description:
Narration Boards leading up to the 1st Roach Encounter outside an Ice-Cream store explain the real-life situation the next event is inspired by.
My GF encounter roaches on our 1st date and forced us to move locations, so I turned this event into a mutated, Giant Roach attack Players have to fight through.
Explaing how our 1st date taking place during the peak of the 2020 Pandemic, it felt like dating during the world ending. Using this theme for the environment to simulate that feeling and offer more interesting settings that matched the combat encounters, it was a fun environment to play around with.
I used this to creatively block paths and use Player Ref Devices (devices that displayed each Player's Fortnite Avatar in-game) to move the debris/geo blockers. Enforcing that teamwork theme the level is representing as a power couple.
Once Players kill all Roaches in area 1, the Players' avatars lift the bus/rubble to open up the path towards the next area, where a smaller Roach skirmish breaks out before Platforming section.
- Turn real life event of GF getting scared of roaches that were around a bench we were at into a comical, action-packed Fortnite moment
- Smoothly transition Players into Action-oriented 2nd half of level
- Change in Audio/music & environmental setting
- Created custom Giant Roach AI enemies:
- Created in Verse (UEFN Scripting language) following tutorial
- Added to & adjusted tutorial script to fit design needs:
- Implementing random variable script to adjust each Roach's speed at spawn via num range
- Reworked script for better spawn behavior initiated by Player trigger
- Creating additional functions to support optional events after all enemies killed as global uses for all level's Roach encounters (3)
- The Roaches'' behaviors are very basic, they follow Player's position and do not work with Navmesh/collision
- Roaches also have a lot of health due their design to be shot as a team
- Added to & adjusted tutorial script to fit design needs:
- Created in Verse (UEFN Scripting language) following tutorial
- Implemented and Scripted events to spawn/change level after all Roaches were killed to open up paths forward and spawn narrative moments
- I did not want Players to rush ahead and not complete each section together
- Designing spaces that fit the CQB nature of Roach Enemies to increase difficulty with each encounter
- Having 1st Roach Encounter be in a more open space as an intro to combat in the level and this foes, made the fight easier.
- 2nd Roach encounter would be in smaller area challenging Players more, while 3rd/final Roach fight is in even smaller area, but in circular flow arenas to encourage mobile combat encounters
Section Description:
Narration Boards leading up to the 1st Roach Encounter outside an Ice-Cream store explain the real-life situation the next event is inspired by.
My GF encounter roaches on our 1st date and forced us to move locations, so I turned this event into a mutated, Giant Roach attack Players have to fight through.
Explaing how our 1st date taking place during the peak of the 2020 Pandemic, it felt like dating during the world ending. Using this theme for the environment to simulate that feeling and offer more interesting settings that matched the combat encounters, it was a fun environment to play around with.
I used this to creatively block paths and use Player Ref Devices (devices that displayed each Player's Fortnite Avatar in-game) to move the debris/geo blockers. Enforcing that teamwork theme the level is representing as a power couple.
Once Players kill all Roaches in area 1, the Players' avatars lift the bus/rubble to open up the path towards the next area, where a smaller Roach skirmish breaks out before Platforming section.
4) Building Platforming
Section Design/Goals:
Section Description:
As a metaphor for dating during the peak of the 2020 Pandemic and all the complications it added, Players platform through a crumbled city block.
Navigating through destroyed buildings to reach the entrance into the 3rd/final Roach fight, it was a more interesting way to navigate the space than walking, acting as a unique gameplay section for the level
I reworked some building kits Fortnite offered and turning them into "destroyed" and "crumbled" versions to create unique pathings through them as a platforming course.
- As a pace breaker, I added a platform Section
- A small area inspired by "Only Up" maps that were popular at the time, but not as challenging
- I designed the platforming section along crumbling buildings over lava acting as a metaphor for dating during the 2020 pandemic
- Have last Giant Roach fight be a surprise after Players land in their pit at end of Platforming section
Section Description:
As a metaphor for dating during the peak of the 2020 Pandemic and all the complications it added, Players platform through a crumbled city block.
Navigating through destroyed buildings to reach the entrance into the 3rd/final Roach fight, it was a more interesting way to navigate the space than walking, acting as a unique gameplay section for the level
I reworked some building kits Fortnite offered and turning them into "destroyed" and "crumbled" versions to create unique pathings through them as a platforming course.
After reaching the end of the Platforming section, Players slide down a collapsed building floor that acts as a ramp with a leaking sink flowing down it (helping guide Players down that direction as the path to go)
Once Players slides down, they land in a small crater area where 4 Giant Roaches swarm them. This is the last Roach fight in the level, so I wanted it to be a surprise fight in a small area.
The Roaches emerge from rubble and from fog once the Players hit the ground.
Once Players slides down, they land in a small crater area where 4 Giant Roaches swarm them. This is the last Roach fight in the level, so I wanted it to be a surprise fight in a small area.
The Roaches emerge from rubble and from fog once the Players hit the ground.
5) City Fight
Section Design/Goals:
Section Description:
As a completely fabricated part of our date to add a 3rd-person shooting section into my level, the narrative I created was how I was a cool, secret agent and how bad guys locked the city down to capture me as we were on a date (like a lot of rom com premises my GF liked).
Players fight through city block to reach next combat area ("Exit/Wick Stairs" on image below).
I established the theme of the city being locked down and enemy force searching for Players by triggering a few scripted events such as:
- Use scripted moments/animations to set theme for a locked down city fight narrative
- Create combat space against Fortnite's Armed AI enemies using Guard Spawner devices for 3rd-person shooter action
- Design combat encounter to support team work against over-whelming odds, offering different ways to complete encounter
Section Description:
As a completely fabricated part of our date to add a 3rd-person shooting section into my level, the narrative I created was how I was a cool, secret agent and how bad guys locked the city down to capture me as we were on a date (like a lot of rom com premises my GF liked).
Players fight through city block to reach next combat area ("Exit/Wick Stairs" on image below).
I established the theme of the city being locked down and enemy force searching for Players by triggering a few scripted events such as:
- Having a helicopter fly into the Players' view as they are reading the Narration Board for area, complete with audio and animated spotlights
- Other idol helicopters hover with animated spotlights around combat arena
- Enemy AI spawned around entrance have Path Nodes that have them act as if they're searching the area while approaching the Players' Entrance position
- This was to encourage Players to immediately start fighting as this is not a stealth section despite the darker setting and spotlight implications
- There is also a trigger that immediately raises enemies' awareness to Players when they enter the space
- Barricades and enemy groupings around block enforce gameplay space and gives narrative context to cover placement around arena
Encounter Designs:
I designed the encounter space to:
Geo Designs:
I designed the encounter space to:
- Support Player agency by having a main route (Center Building), while offering flank routes & different ways to play encounter
- Spawn enemies in groups that encompass Center Building for Players to bunker down in & fight from
- I grouped enemies along street & around Center Building to encourage teamwork & create designated combat zones
- To draw Players towards center building, I placed a crashed bus into side of building that creates elevated entry point to draw Player's attention from the Entrance
- I Placed 2 Turrets in center building for Players to use to for Co-Op carnage
- Each Turret placed to face the 2 main areas of Enemies for Co-Op purpose
Geo Designs:
- Used some Fortnite prefabbed buildings, redesigning and adding to original prefab to fit design needs and my own routing options that fit the encounter space
- Created custom terrain and road with Terrain/Spline tool
- Created custom destroyed Center Building out of modular apartment style walls/floor
- I placed covered vantage points for enemies around Center Building to make Players feel pinned down in Center Building
Destruction Designs:
As my level does not support Fortnite's destruction in other areas prior, I tried to use understandable metrics for what is and is not destructible for this encounter (as I wanted Turrets to destroy parts of enemy cover for power fantasy)
UEFN's Guard Spawner Devices spawn AIs in a radius that even at the lowest value, would cover significant ground, meaning my enemies would not spawn precisely where I wanted.
Meaning, enemies could spawn in floors below and in surrounding rooms around the spawning device. I wanted Players to be able to destroy the walls/structures and expose unintentionally hidden enemies for kill shots.
As my level does not support Fortnite's destruction in other areas prior, I tried to use understandable metrics for what is and is not destructible for this encounter (as I wanted Turrets to destroy parts of enemy cover for power fantasy)
- The non-brick, dirt colored materialled structures, solid Fortnite foliage, wooden cover pieces (such as stacks of barrels) I made destructible (examples below)
UEFN's Guard Spawner Devices spawn AIs in a radius that even at the lowest value, would cover significant ground, meaning my enemies would not spawn precisely where I wanted.
Meaning, enemies could spawn in floors below and in surrounding rooms around the spawning device. I wanted Players to be able to destroy the walls/structures and expose unintentionally hidden enemies for kill shots.
AI Spawners & AI Designs:
As mentioned above, AI spawners spawn enemies in a random radius, even on the lowest radius value.
This made spawning enemies on designated vantage points and positions impossible. That is why a few enemies are positioned in odd places, as enemies that were supposed to spawn ontop of the bus or cover-filled platforms spawn on the street instead, creating more chaos than was intended.
I implemented "awareness" triggers throughout Arena. Spawning and alerting groups of enemies at key times to not make the fight too chaotic, also to help with performance during encounter.
There are several other variables that I adjusted such as:
If I had more control over the AI behaviors, I would have liked to adjust some of their loadouts, so perched enemies on vantage points could have more long ranged weapons, and having more "rushing" enemy types that would push the Player's position to make them adapt to different playstyles better instead of having the option to clear the entire arena by sitting in one place.
As mentioned above, AI spawners spawn enemies in a random radius, even on the lowest radius value.
This made spawning enemies on designated vantage points and positions impossible. That is why a few enemies are positioned in odd places, as enemies that were supposed to spawn ontop of the bus or cover-filled platforms spawn on the street instead, creating more chaos than was intended.
I implemented "awareness" triggers throughout Arena. Spawning and alerting groups of enemies at key times to not make the fight too chaotic, also to help with performance during encounter.
There are several other variables that I adjusted such as:
- LoS distance (how far enemies can engage Players from)
- Position Nodes and allowed Combat travel distance from Spawn Point
- Varying Accuracy based on Enemy's Spawn location
- Vantage point/elevated enemies have higher accuracy to create prioritize threats vs more grunt-level foes on the ground level
If I had more control over the AI behaviors, I would have liked to adjust some of their loadouts, so perched enemies on vantage points could have more long ranged weapons, and having more "rushing" enemy types that would push the Player's position to make them adapt to different playstyles better instead of having the option to clear the entire arena by sitting in one place.
6) John Wick Stairs (Inspired by Stair Scene from John Wick 4)
Section Design/Goals:
- Design combat space inspired by stair fight scene from John Wick 4 (Rue Foyatier)
- Redesigned stair scene environment based on images from John Wick 4 to better support desired design goals and Fortnite's gameplay/metrics
- Allow Players to experience the "John Wick" power fantasy through loadout options, cover/LoS positioning, and specifically placed and altered AI for fair, yet intense finale to level
- Designed fight so Players utilize cover and angles like John Wick, reloading & moving at key moments to win and make their way up the stair case
Section Description:
I wanted the Stair Section to be an intense fight and make Players feel like they are winning an overwhelming, uphill battle (literally). However, through the encounter's design and AI adjustments, such as lowering the accuracy of most AIs and specifically placed cover pieces & angles, it is not as hard as a fight as it seems.
As I wanted PLayers to manuever around cover, zip-zag around the stairs area to make their way to the top, I designed the sides of the stairs to be the main draw for Players to go.
I redesigned the surrounding area of the stairs greatly to fit Fortnite's 3rd-person shooting better, offering more tucked away places to better spawn enemies in, and let Players maneuver around/between to get ideal angles on enemies in and around the area before proceeding onwards.
I wanted the Stair Section to be an intense fight and make Players feel like they are winning an overwhelming, uphill battle (literally). However, through the encounter's design and AI adjustments, such as lowering the accuracy of most AIs and specifically placed cover pieces & angles, it is not as hard as a fight as it seems.
As I wanted PLayers to manuever around cover, zip-zag around the stairs area to make their way to the top, I designed the sides of the stairs to be the main draw for Players to go.
I redesigned the surrounding area of the stairs greatly to fit Fortnite's 3rd-person shooting better, offering more tucked away places to better spawn enemies in, and let Players maneuver around/between to get ideal angles on enemies in and around the area before proceeding onwards.
Combat Designs:
Destruction:
Encounter Designs:
Geo Design:
Destruction:
- To keep integrity of combat space and "John Wick" cover peaking gameplay fantasy, the only objects I made destructible are the solid foliage pieces (bushes/little trees)
Encounter Designs:
- Tried to mimic the spacing and framing of how enemies appeared in the John Wick 4 scene
- I placed enemies along the center and sides, encouraging Players to go the side pocket areas rather than staying in the exposed stairs section
- Creating zones for PLayers to clear before feeling comfrtoable to move forward
- I wanted Players to zig-zag upwards instead of straight bolting it
- Enemy Placement and count made staying in the open too long was a lethal decision
- Maneuvering between/around cover like John Wick was the encouraged playstyle
- To support this encounter for Solo & Co-Op playthrus, having 2 sides that support combat was meant to help Co-Op teams "own" a side while they fight along side each other towards the top
- Enemies have varying accuracy percentages and tucking some enemies out of sight in paths off to the side so you only encounter them when you reach them were ways I made the encounter feel overwhelming and more challenging than it actually is (for the average Player)
Geo Design:
- I used a mix of Fortnite props/modular pieces and custom made geo (Using UE5's mesh tool & Terrain Tool) to create this environment
- I had to rotate Fortnite assets (stairs, tiled floor, etc) at a steep angle to accurately recreate stairs from scene
- Ensuring steep angle did not ruin gameplay goals and Player's LoS
Scrapped Ideas:
- Isadf
7) Drop Off/Fight Finale
Section Design/Goals:
Section Description:
Players need to clear out the last remaining enemies on a city street so they "Drop Off" their date.
After activating the button to drop off their date:
The area is full of inside jokes with my GF and a nice view of the city skyline, inspired by where she lives in LA.
- Have smaller skirmish at the top of the John Wick stairs before dropping off date, ending the 1st date and acting as the end to the level's combat section
Section Description:
Players need to clear out the last remaining enemies on a city street so they "Drop Off" their date.
After activating the button to drop off their date:
- 2 Player References activate showing Players "hugging"
- Music changes from the John Wick-type beat to a slower song to transition into somber end of level
- A Rift Portal that will take Players to the Museum finale section appears
The area is full of inside jokes with my GF and a nice view of the city skyline, inspired by where she lives in LA.
8) Museum/End
Section Design/Goals:
- Create Museum section with "rooms" that recreate core memories from my relationship for Players to experience
- Have museum section be a metaphor for a long standing relationship
- I went with a giant tree in the center who's roots spread to each of the core memory rooms around the museum, as it's nurturing our relationship like a sturdy tree
- Create different biomes/environments in Fortnite's style
- Using Terrain Tool/Terrain Paint, Day Sequencer Devices, and props to create different themes/environments matching the memories they are recreating
Section Description:
To end the level, I wanted a museum-style area where a few standout, core memories from our relationship are on display with interactive events and inside jokes to experience.
After taking the Rift Portal from the previous section, Players are teleported to to the long entrance to the Museum area. Players' Objective is to visit all 7 Core Memory locations around the Tree.
The tree is a metaphor for our long standing relationship that has grown into a strong, sturdy tree from being nurtured from Core Memoires that has and can continue to endure rough times.
Upon Objective competition, Players are granted XP and are rewarded with a "thank you" message and Players have completed the level.
To end the level, I wanted a museum-style area where a few standout, core memories from our relationship are on display with interactive events and inside jokes to experience.
After taking the Rift Portal from the previous section, Players are teleported to to the long entrance to the Museum area. Players' Objective is to visit all 7 Core Memory locations around the Tree.
The tree is a metaphor for our long standing relationship that has grown into a strong, sturdy tree from being nurtured from Core Memoires that has and can continue to endure rough times.
Upon Objective competition, Players are granted XP and are rewarded with a "thank you" message and Players have completed the level.
Geo Designs:
I wanted to create 6 core memories that would translate nicely into a Fortnite-stylized museum setting in a dome environment (reusing the Online Space material I used for the Intro area.
The 7 memories I chose:
I wanted to create 6 core memories that would translate nicely into a Fortnite-stylized museum setting in a dome environment (reusing the Online Space material I used for the Intro area.
The 7 memories I chose:
- Winter Holiday Festivities
- Pandemic Dating Activities at My Apartment
- Concert (KPOP)
- Dating Profile Drawings & Text Message Display
- Flower Field/Garden
- Beach
- Camping in the Forest
Museum Entrance:
I made a room displaying all the dating profile pictures I drew of us along with all the messages as well so we could look at them outside of the Intro's "tunnel of Love" in a more museum display setting.
- As Players walk the long pathway to the Museum Entrance, Statues (Player Ref Devices) activate revealing each Player (in Co-Op) on each side of the path
- The closer to the entrance Players get, the closer together the Player statues get as they turn and run towards each other ending in a hug/kiss pose in front of the Entrance
- These statues are activated via Player Triggers
- I made the entrance as a long path so Players could see the giant Tree in view as they approach
I made a room displaying all the dating profile pictures I drew of us along with all the messages as well so we could look at them outside of the Intro's "tunnel of Love" in a more museum display setting.
Winter/Holiday Festivities & Pandemic Dating Activities at My Apartment:
- As Players walk the long pathway to the Museum Entrance, Statues (Player Ref Devices) activate revealing each Player (in Co-Op) on each side of the path
Concert (KPOP):
- As Players walk the long pathway to the Museum Entrance, Statues (Player Ref Devices) activate revealing each Player (in Co-Op) on each side of the path
Dating Profile/Texts Displays:
- As Players walk the long pathway to the Museum Entrance, Statues (Player Ref Devices) activate revealing each Player (in Co-Op) on each side of the path
Flower Field/Garden:
- As Players walk the long pathway to the Museum Entrance, Statues (Player Ref Devices) activate revealing each Player (in Co-Op) on each side of the path
Beach:
- As Players walk the long pathway to the Museum Entrance, Statues (Player Ref Devices) activate revealing each Player (in Co-Op) on each side of the path
Camping in the Forest:
- As Players walk the long pathway to the Museum Entrance, Statues (Player Ref Devices) activate revealing each Player (in Co-Op) on each side of the path
Here is a link to a thread on Twitter(X) I made about the map that will act as a place-holder breakdown of the map until I get this official page up and running:
Twitter(X) Thread
Twitter(X) Thread
I recreated core moments of my realtionship using Fortnite mechanics to create interactive gameplay moments. I scripted various events using Fortnite's Verse scripting language, from encounter designs, triggering events such as music, VFXs, animations, objectives, etc.
I create the map's geo using a variety of Fortnite's modular kits, remixing as needed for specific designs, along with custom geo I designed using UE5's Blockout/mesh tool and terrain tool. I created the entire mission's terrain in engine, painting details and textures with the Terrain Tool's paint feature.
I designed and set up various encounters against AI enemies, including a custom enemy from scratch following a Verse tutorial (Giant Roaches). I create environments to best support the gameplay goals for each area based on the enemy type the player would be fighting against. Pacing the mission as a full player experience to keep the player experience engaging throughout the level.
I blocked out, iterated, arted, lit, and polished the map to offer the best player experience, despite it being a private map only I and my GF could play.
I create the map's geo using a variety of Fortnite's modular kits, remixing as needed for specific designs, along with custom geo I designed using UE5's Blockout/mesh tool and terrain tool. I created the entire mission's terrain in engine, painting details and textures with the Terrain Tool's paint feature.
I designed and set up various encounters against AI enemies, including a custom enemy from scratch following a Verse tutorial (Giant Roaches). I create environments to best support the gameplay goals for each area based on the enemy type the player would be fighting against. Pacing the mission as a full player experience to keep the player experience engaging throughout the level.
I blocked out, iterated, arted, lit, and polished the map to offer the best player experience, despite it being a private map only I and my GF could play.