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Pillar Climb was a collaborative project during my internship with Oatcake Interactive where I helped create unique and interesting levels into Fortnite using UEFN and Verse
As a games designer/ programmer, I worked on two maps: Pillar Climb and Pillars
My contributions to Pillar Climb included:
Designed the 2nd section of Pillar Climb (5 sections in total) with easy difficulty in mind
QA testing the levels to ensure bug fixes and issues
Implemented traps and meshing on the second segment to suit the Tilted Towers theme
Helped removed meshes to optimize memory for the map and any memory issues
My other contributions to the scrapped Pillar Game Mode included:
Created a leaderboard system in Verse that collected rounds won
Assisted in QA and implemented improvements of the level via playtesting
Prototyped a Jetpack verse script where if Jetpack was used then water rises faster
Meshed out the level and removed meshes that didn't fit the theme
Pillar Climb was a collaborative main project in which a since pillar was used as a base. With the theme of water rising, we created a base in which the player would climb and at a certain point, the water would rise. The level is separated into 5 section and I operated on the 2nd section as shown in the pictures. This section was inspired by the old Tilted Towers from the main Fortnite original level and from this utilised a city theme with the use of vehicles, traps and small meshes to try and encompass that city in the middle of a storm feel.
Pillar PvP was the initial gamemode that I worked on as the Designer. In this level, it was a hunger games style game where the player would receive a random weapon/ utility item in every increment like 30 seconds and using these items, defeat the opponent and be the last person standing. In the level, I worked on the meshing of the pre-existing level and improved the general atmosphere of the level by adding details whilst not overpowering the simplicity and focus of the game mode.