Built in Unreal Editor for Fortnite (UEFN), Syncnite blends beat-matching mechanics with platforming and multi-phase boss design.
What We Set Out to Build
Our mission was to create a multiplayer concert experience — part music game, part boss fight, all playable inside Fortnite using UEFN. We wanted to push the limits of the platform and remix classic rhythm and action game mechanics into something new and social.
Key Highlights
Developed a multi-phase boss fight system using custom-built state logic inside UEFN’s Level Sequencer, pushing experimental features beyond their intended use
Explored UEFN’s capabilities as a gameplay programmer and control rig artist, building beat-matching interactions and rig-driven enemy behavior
Navigated the complexity of live service development, adapting quickly to monthly UEFN updates that occasionally broke major systems mid-production
Shared insights and tools post-project by TA-ing ETC’s Intro to Level Design in UEFN, helping others avoid common pitfalls and build faster
My Intro To Level Design tech support document, feel free to check it out along with some quick tutorials with chill music
What I Took Away
Building on the bleeding edge means learning to be flexible and thoughtful — not just fast. Early on, we relied heavily on “hack” solutions to overcome UEFN’s limitations. But as systems stacked up, our own workaround complexity became the biggest threat to our schedule. That taught me to be intentional: solve the right problem, not just the one we can solve.
I also learned that leadership isn’t a title, not "solo programmer", not "lead designer", it’s alignment. In the midst of rapid iteration and shifting scope with our small team, I found that the most valuable thing I could do was clarify ideas through words, sketches, or quick videos, helping everyone align on the why behind a system before diving into how.
And finally, I learned to stay calm inside a live platform — not just chasing fixes, but understanding the rhythm of UEFN’s updates and planning around them instead of constantly reacting.
Project Website: