
Fortnite - POI Concept and Blockout
I set out to analyze and refine close-quarters combat encounter design, taking inspiration from Fortnite's varied and fast-paced gameplay moments.
For this project, I concepted, whiteboxed, and iterated on a small POI, fully blocking-out the space using Fortnite's Creative mode (UEFN) to bring the design to life directly within the game.
I started by considering my design goals of the POI, and gathered references for the type of space I wanted to make.
My Process
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Create close-quarters combat area with tight-corners
Fast-paced engagements with other players, emphasis on moving from cover to cover
Encourage quick movement over and around obstacles
Allow for strong engagements over 2 floors
High angle can be approached from directly below
Open and fluid movement between building and arena
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POI takes place as a Paintball arena, located outside
The arena is surrounded by wooden walls, covered by paintball marks
Booth lines the front entrance, splitting the main entrance lanes into 2
Wall slightly divides the arena into 2, with a window between for tight pinch angles
Building sits adjacent to arena, with window peering into arena on second floor
Holes in ceiling provides strong height advantage, but leaves players out in the open air
Cars outside of the arena provide cover from arena window
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Blockout was created using UEFN.
My first iteration focused on tweaking the secondary building.
I realized having a fully built-out secondary space was pulling too much attention away from the arena’s flow and making things feel a bit clunky.
Adding a staircase straight to the second floor from the outside really opened things up. It created a cool, dynamic way for players to enter the arena and made the rooftop way more accessible.
I initially pictured the Open Entrances on the sides of the arena as small doorways
Switching to big garage doors made moving from outside to inside feel seamless ,and helped encourage more action instead of just a place to hide
I made small adjustments to the main arena by bringing in larger shelving units to push the verticality a bit more
Players can climb over them or break them down
I wanted to avoid making the level feel unnecessarily dense - I ensured to keep negative space to make movement feel more fluid
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Through this project, I gained a deeper understanding of what makes a Fortnite POI feel smooth and replayable:
All areas should offer multiple exits to maintain fluid movement and reduce frustrations
Players should immediately recognize clear, intuitive routes between key areas
I focused on establishing clear cover points and memorable landmarks to support both navigation and combat, rather than unnecessarily filling the space
The game’s smooth traversal - like sliding, mantling, sprinting and jumping really shine when the environment supports them
Strategically placing climbable and vaultable objects and vertical paths adds skill-based opportunities for creative plays




