05 / GAMES / 2025

UNREAL EDITOR
FOR FORTNITE

Creating playable maps and experiences in Fortnite, combining environment building, gameplay logic, and match systems.

01 / OVERVIEW

EXPERIENCES BUILT IN FORTNITE

Project bringing together three experiences developed with Unreal Editor for Fortnite, exploring different approaches to gameplay, environment building, and match logic.

TYPEIndependent Project
YEAR2025
PLATFORMFortnite
MY ROLELevel Design · Gameplay · Logic · Testing
Overview of experiences created with Unreal Editor for Fortnite
Environment building and playable experience in Fortnite
02 / CREATION

FROM IDEA TO PLAYABLE MAP

Each experience started from a different gameplay concept. The process involved building environments, defining rules, configuring the required systems, and testing each map to refine how it worked.

01
Concept:Defining the type of experience and the core rules of each map.
02
Building:Creating the environment, placing elements, and configuring the playable space.
03
Configuration:Implementing rules, match systems, and progression logic.
04
Testing:Checking functionality and making adjustments before publishing.
Creation and editing process in Unreal Editor for Fortnite
Environment building and element placement
03 / MAPS

THREE GAMEPLAY CONCEPTS

Each map explores a different area: environment building, round logic, and competitive flow. All three were completed and published in Fortnite.

01COURSE · LEVEL DESIGN

IMPOSSIBLE ATV TRIALS

Impossible ATV Trials, course and level design

Skill-based course built around the ATV, featuring obstacles, checkpoints, vehicle respawn, and a timer. Reaching the end records the run time and can update the player's best result.

  • CHECKPOINTSTrack progression throughout the course.
  • TIMERRecords the run time until the finish.
  • ATV RESPAWNWhen the vehicle falls off the map, it is repositioned so the attempt can continue.
02SURVIVAL · MATCHES

CHÃO É LAVA

Chão é Lava, survival map in Fortnite

After waiting in the lobby, players are sent to a randomly selected environment and must reach higher ground before the lava begins to rise. Players who survive until the end receive coins before returning to the lobby for a new round.

  • RANDOM MAPSThe environment changes between matches.
  • LAVARising lava creates the main survival condition.
  • COINSPlayers who survive until the end receive coins that can be used in the lobby.
  • MATCH LOOPAt the end, players return to the lobby and the sequence can begin again.
03COMPETITIVE · TEAMS

BOX ZONE WARS

Box Zone Wars, competitive mode in Fortnite

Competitive experience combining Box Fight and Zone Wars in the same sequence. Players select their teams in the lobby, compete through both stages, and earn points for victories before the cycle restarts.

  • TEAMSSelected before the matches begin.
  • TWO MODESBox Fight and Zone Wars are part of the same cycle.
  • SCORINGEach stage awards one point to the winning team.
  • REVIVE & RESETPlayers are restored between stages and return to the lobby at the end.
04 / GAMEPLAY & LOGIC

SYSTEMS CONTROLLING EACH MATCH

The maps required different systems to control progression, round conditions, transitions between stages, and experience resets.

ATV TRIALS
  • Checkpoints
  • Timer
  • Fall detection
  • Vehicle respawn
  • Best-time tracking
CHÃO É LAVA
  • Lobby
  • Cooldown
  • Random map selection
  • Teleport
  • Rising lava
  • Survival condition
  • Coin rewards
  • Cycle reset
BOX ZONE WARS
  • Team selection
  • Cooldown
  • Box Fight
  • Zone Wars
  • Team scoring
  • Revive between stages
  • Stage switching
  • Return to lobby
Logic and interface configuration in UEFN
Devices and gameplay logic in UEFN
05 / TESTING & PUBLISHING

FROM PLAYTESTING TO PUBLISHING

Each map was tested to verify rules, respawns, progression, and match flow. After adjustments, all three experiences were published in Fortnite.

01
Playtests:Testing mechanics and match behavior before publishing.
02
Adjustments:Corrections to rules, progression, respawns, and elements that interfered with the experience.
03
Publishing:Finalization and publishing of all three experiences for play in Fortnite.
Playtesting and match-flow verification
Experiences published in Fortnite
06 / KEY LEARNINGS

BUILDING FOR THE PLAYER

Working with different experiences showed how environment, rules, and match flow need to work together to turn an idea into something playable and understandable.

01
Level Design:

The environment can become a central part of the mechanic itself, as in the course developed for the ATV.

02
Match Logic:

Round-based experiences require states, conditions, and transitions to behave predictably.

03
Testing:

Repeated testing helps reveal problems that may not appear during the initial build.

Level design and course building in UEFN
Hands-on learnings from building maps in Fortnite
STACK & TOOLS
  • UNREAL EDITOR FOR FORTNITE
  • LEVEL DESIGN
  • GAMEPLAY LOGIC
  • HUD
  • PLAYTESTING
  • UEFN DEVICES

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