As the Lead Production Artist for the Polysleep Fortnite Game, I played a pivotal role in synthesizing the client’s marketing objectives into an engaging and immersive gaming experience. Leveraging Unreal Engine for Fortnite Editor (UEFN), I developed a custom solution that seamlessly aligned with the brand’s vision. The game's design was crafted to evoke a sense of wonder and nostalgia, centering around lighthearted, dynamic gameplay infused with themes of childhood imagination, dreams, and the essence of restful sleep.
The final title was successfully published through my role at MVG, where I was deeply involved in every stage of the game’s production, from conceptualization to execution.
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Part 1: Game Design Concept
I knew that in the early conversations of the project that the client wanted the game to be aligned with the Fortnite gaming community. The game had to be equally familiar, simple, and unique. After brainstorming several ideas, we got approval for a king-of-the-hill style game, called "Sheep King" later called "Woolen Warfare".
• The game involves 8 players to spawn into an arena style environment and claim points while they try to knock out other players.
• Early designs of the game entailed an "Infection" style constraint for the players. Ideally in this version, the players are meant to transform into sheep upon being bopped with a hammer.
Part 1: Game Design Concept
I knew that in the early conversations of the project that the client wanted the game to be aligned with the Fortnite gaming community. The game had to be equally familiar, simple, and unique. After brainstorming several ideas, we got approval for a king-of-the-hill style game, called "Sheep King" later called "Woolen Warfare".
• The game involves 8 players to spawn into an arena style environment and claim points while they try to knock out other players.
• Early designs of the game entailed an "Infection" style constraint for the players. Ideally in this version, the players are meant to transform into sheep upon being bopped with a hammer.

Early Floating Island Block-Out Concept

Gameplay Flow Chart

Kickoff Design Discussion Material

Developed Level Aesthetics and Block-Out

Players Spawning on the Outskirts

Two-Point Capture System - Level Design Further Developed
----------------------------------------------------------------------Part 2: Prototyping
After completing early block-outs we were able to begin testing the game design. Testing in the UEFN editor directly, proved to be highly valuable as it allowed myself and game testers to hash out the flow of gameplay.
During this week of testing and developing the game, I also found a couple design constraints the engine, at the time, wouldn't allow. The transformation of players mid-gameplay proved to be too complex.
Additionally, we had the players start on the outskirts of the arena--to then work their way inwards to the point capture zones. This also proved to be not enough direction for the players to know what to do or where to go during gameplay. It also was a bit too difficult for them to navigate "climbing" their way to the top, it simply had to be easier.
After completing early block-outs we were able to begin testing the game design. Testing in the UEFN editor directly, proved to be highly valuable as it allowed myself and game testers to hash out the flow of gameplay.
During this week of testing and developing the game, I also found a couple design constraints the engine, at the time, wouldn't allow. The transformation of players mid-gameplay proved to be too complex.
Additionally, we had the players start on the outskirts of the arena--to then work their way inwards to the point capture zones. This also proved to be not enough direction for the players to know what to do or where to go during gameplay. It also was a bit too difficult for them to navigate "climbing" their way to the top, it simply had to be easier.
----------------------------------------------------------------------Part 3: Solutions in Beta
The solution was to orient the spawn points into something completely different. If players were to fall off often due to the nature of the rules, they would need to feel like it's easy to just jump right back into the action. I created a new spawning system above the map to give players an exciting approach to joining/respawning into the game.
I also changed the capture points to a simpler single point system. Through testing we found the "x2 Point" zone to be under utilized. This change gave the game more purpose and let players focus on strategy over navigation.
Through testing we also found the need to raise the stakes a bit in regards to time spent away from the capture zone. If a player chooses to explore the map, they would be rewarded with hidden powerful items to help the keep the capture zone longer.
I also changed the capture points to a simpler single point system. Through testing we found the "x2 Point" zone to be under utilized. This change gave the game more purpose and let players focus on strategy over navigation.
Through testing we also found the need to raise the stakes a bit in regards to time spent away from the capture zone. If a player chooses to explore the map, they would be rewarded with hidden powerful items to help the keep the capture zone longer.

Hidden Items in Difficult Places

New Spawn Zone in the Sky

Grind Rails at Each Spawn Location
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Part 4: Finalized Build
Part 4: Finalized Build
After more testing and balance changes we were ready to release the game to the broader player base. Changes to this final build included:
• A Rotating Capture Zone System: Out of 5-Key Points throughout the map. Players will have a set amount of time to capture points until the capture point locations changed. This proved to keep the game interesting by constantly changing, leading players to explore different parts of the map while finding new items along the way.
• Item Balancing: Determining which of the hundreds of Fortnite items belonged in the game and which did not.
•Lobby system and Quality of Life improvements: This was key in ensuring the game included all the polish, player expectations, and rewards needed to fulfill a fun and replayable experience.
• Item Balancing: Determining which of the hundreds of Fortnite items belonged in the game and which did not.
•Lobby system and Quality of Life improvements: This was key in ensuring the game included all the polish, player expectations, and rewards needed to fulfill a fun and replayable experience.


