Unreal Engine for Fortnite (UEFN) & Fortnite Creative (FNC) Projects
I have spent a few thousand hours building various UEFN and Fortnite Creative Island experiences. Some of which that have been released, and some that are still works in progress. My creations include all original map designs and game modes, with some of my maps being reused in separate islands under a standard game mode.
Project names will be temporarily omitted from this page until all works are fully completed. (See attached Creator Code in resume to view islands.)
My First Island
I wanted my first creation to have some level of uniqueness and innovation to give something new to the Fortnite community.
So I created a new game mode along with a massive multi-layered map that pushed the limits of Fortnite's memory restrictions.
The original map is made in Fortnite Creative instead of UEFN due to lower memory usage using FNC. I reused the multi-layered map to produce derivative works, some of which that utilize UEFN and Verse Programming.
In my original game experience, you play on teams of 16 vs 16 to fight for control of 7 layers. Each Layer has a unique landscape and weapons. You must knock out your opponents and toss them off each layer to win the game. Eliminating knocked enemies grants a health boost, but players will respawn on the same layer unless they fall or are thrown off. All but the last layer have destructible yellow platforms that can be used to climb back up to the previous layer. Be careful, as your opponents may shoot and break these platforms under your feet, or the platforms may be destroyed by a controlled demolition once the layer above is won or has reached its time limit. Each layer has a time limit of 7 minutes, after which, a green extraction zone appears as a last chance to proceed to the next layer safely. Players who survive or extract from each layer receive an extra life coin before being relocated to the next layer. These coins can be stacked and are automatically consumed to allow the player to respawn on the same layer if they fall or are thrown off. The team who survives the last layer or captures the final capture zone wins the game!
After 4 months of reading practically the entire Fortnite Creative and UEFN Documentation, I spent 1000 hours creating my first island solely using Creative 1.0 so I could master the basics first. Although it sounds simple, my game mode had a surprisingly large number of edge cases that needed to be dealt with in the design. As a computer engineering student, the heavy use of triggers reminded me of my CPU design courses. In terms of art style, I chose Red vs Blue to be able to reduce memory usage and build a bigger map with a smaller selection of assets. Choosing the neutral Red vs Blue style also meant that I could focus purely on my map design, rather than worry about if my map really makes any sense in respect to the themed assets. As for gameplay, I just really like team vs team combat. The multiple layers make me feel like I’m a piece of sand in a larger system, which is why I made the map in the shape of an hourglass. I also like being able to pickup downed enemies and throwing them off the layer. It feels kind of funny in a “ha-ha got you” taunting sort of way.
My First Island
(And Mini/Standard Game Mode Versions)
Work in Progress Lego Island
My next entirely new island collection will be based on a Lego theme. The project is over half finished at this point and I will continue to work on it as time permits.
Work in Progress Lego Island
Queen's University Themed UEFN Island
I have received approval to utilize UEFN to build an island experience for my 4th year engineering capstone project. I will be leading a group of 3 through the project as I am the most familiar with the UEFN platform. The island will replicate a portion of the Queen's campus and incorporate an engaging game mode suitable for the map.