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FortNut2.0

Project Breakdown


Project Overview

Fortnut 2.0 was a full relaunch of a classic Fortnite Creative map originally published by Typical Gamer. I was the sole programmer on the update and overhaul, focused on implementing a highly modular and designer-driven minigame system. This system allowed players to vote on rotating modes and allowed designers to mix and match modifiers, weapons, and gameplay rules to deliver unpredictable, replayable matches.


Gameplay / Systems Highlights

  • Minigame rotation system with voting UI

  • Dozens of possible game combinations with rule modifiers

  • Rarity system for game modes to appear.

  • Player voting at round start

  • Match modes like "The Floor is Lava" or "Headshots Only" with modifiers like "Super Speed" or "Moon Gravity"

  • Debug tools to start/end rounds and test votes instantly


Technical Breakdown

  • Modular Game Framework: Created a robust game mode builder where designers could combine weapons, item sets, score limits, and modifiers

  • Voting System: Built a voting UI for selecting minigames with vote tally and winner resolution logic

  • Minigame Rarity System: Built a rarity system to make minigame modes of various chance to appear for voting.

  • Modifier System:

    • Implemented real-time modifiers (e.g., gravity changes, one-shot mechanics)

    • Designed for designer extensibility with minimal engineering support

  • Debugging Tools: UI buttons for testing any mode, skipping rounds, or fast-forwarding results for QA

  • Solo Programming: As the only engineer, I implemented and tested the full framework and final launch integration


Collaboration & Tools

Team: 1 game designer, 1 UX/UI artist, 2 QA, 1 art director

My Role: Solo gameplay programmer and system architect

Tools Used: UEFN, Verse, Plastic SCM, Figma


Media & Links

🎮 Play Now In Fortnite

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