Over a six-week timeline I collaborated with a team of eight students, contributing to level design, gameplay systems, and final polish to deliver an engaging prop-hunt experience. We worked directly with Epic Games developers and the School of Creative Technology to create an immersive, publishable Fortnite island.
SPRINT 1
Level Design Foundation & Core Gameplay Ideation
During the first sprint, my team and I began to plan out the initial game design.
Personal Works:
- Led the Level Design team in establishing the island’s foundational layout, including the lobby, courtyard, and hallways.
- Collaborated with the design team to prototype core mechanics such as the paintball launcher and environmental elements (e.g., fake walls).
- Developed a grayboxed prototype of the Arnold Hall Amphitheater, iterating on proportions and traversal timing to balance player movement, cover, and gameplay pacing before integrating initial props and structural details.
SPRINT 2
Environment Finalization & Systems Integration
In the second sprint, the team began to finalize the game assets, lighting, and environmental designs.
Personal Works:
Personal Works:
- Contributed to gameplay system development, including early room randomization concepts, development of the team/class system, and implementation of game-specific island settings.
- Led a full reorganization of the Version Control and project files to improve workflow efficiency and asset management.
- Contributed to the project's visual and technical direction, while assisting in general polish and issue resolution across the map.
Reworked amphitheater
My secret tea party under the stage :)
SPRINT 3 (FINAL)
POLISH, OPTIMIZATION & FINAL IMPLEMENTATION
In the final sprint of the project, I focused on polishing and optimizing all aspects of the island and its contents.
Personal Works:
Personal Works:
- Designed additional interior spaces (bathrooms and hidden room)
- Refined the environment and eliminated visual gaps through adjustments to barriers, landscapes, and structural elements
- Continued optimization of assets and their usage for improved performance and clarity in-game
- Implemented Bee-R (VR) Headset asset's functionality on the player character
- Assisted in implementing final detention system
- Contributed to capturing gameplay footage for final trailer