
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