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

    • 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

    • 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

  • 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

  • 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

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