ENGINE: Unreal Editor for Fortnite (UEFN)
GENRE: 3 vs 3 Capture the Flag
ROLE:  Level Designer
RELEASE DATE:  April 18, 2025
This solo level design project is an original Capture the Flag map built using Unreal Editor for Fortnite (UEFN). Set deep within a vast, subterranean Dwarven city, two teams of three players battle to steal the priceless relics of ancient Dwarven kings. Players must work together to mount strategic offensives against the enemy base while carefully defending their own, using the environment to their advantage. Flanking around walls and pillars, utilizing cover zones to evade enemy fire, and making use of different lanes of play — including grand halls, abandoned mineshafts, and crumbling bridges — are all key to securing victory.
RESPONSIBILITIES
Greyboxed map layouts using UEFN's in-editor modelling tools, establishing core geometry and spatial relationships.
•Configured game logic and settings to support Capture the Flag gameplay, including teams, flag zones, player spawn points, scoring systems, and more.
•Designed player paths, choke points, defensive and offensive zones, and points of engagement to support flow and dynamic gameplay.
•Placed visually distinct key landmarks around the map to improve player orientation and navigation.
•Balanced item placement for each team, including weapons, health packs, to enhance flow of combat and zone control.
•Utilized modular kitbashing techniques with curated Fortnite assets to enhance environmental storytelling, visual clarity and reusability.
•Implemented environmental lighting to enhance navigation and set the mood and tone of the map.
•Conducted multiplayer playtesting sessions to collect focused feedback used to inform later design iterations.
•Authored a comprehensive Level Design Document (LDD) to determine core design goals, player metrics, and gameplay intentions of the map.

Bubble diagram outlining spatial relationships between the different regions of the map, used during early concepting of the level.

DESIGN PROCESS
Conceptualization
The design process began with a Level Design Document (LDD) that outlined the setting and environment, the gameplay requirements, and early design concepts of the map using diagrams.
The document was iteratively updated and expanded to reflect changes in direction and evolving design goals.

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A gameplay diagram showing elements throughout the level, including team bases, walls and cover zones, flags, player spawners and item spawners.

Greyboxing 
The design of the level started with rapid prototyping and iteration by blocking out the map and experimenting with spatial relationships.
Using symmetrical design, I created two even team bases that flow into a neutral combat zone. This ensured balanced, equal opportunities and clear distinction for team bases. A multitude of paths open up numerous choke points, flanking routes, and nodes of engagement.
I placed each team's flag room adjacent to their spawn area, making them not immediately accessible upon respawning. This decision was made to prevent defenders from instantly reclaiming the flag after spawning while allowing attackers to have a fair opportunity of capturing it, creating more tactical team-focused play.
Early versions included a basement area underneath the main combat zone, intended to serve as an alternative route between bases.

Early greybox iteration of the map.
Early greybox iteration of the map.
Removed underground region of map.
Removed underground region of map.
Flag capture room.
Flag capture room.
Neutral combat zone.
Neutral combat zone.
Gameplay Integration
Following several iterations of the greybox, I began to integrate core gameplay mechanics such as player spawners, flag capture zones, and item spawners. Each mechanic was placed with careful attention to balance, flow and pacing of gameplay, to ensure a competitive experience for both teams.
Each team's side of the map features low-value items, such as Health Packs, Small Shield Potions and Pistols, in easily accessible locations. 
Higher-tier weapons such as SMGs were placed in more exposed or difficult to reach spots to encourage exploration and map awareness. 
A single Rocket Launcher and Chug Jug are placed in exposed central choke points of the map, ensuring both teams have an equal opportunity of grabbing them, but at a high level of risk.​​​​​​​
Revised greybox of map, featuring closed level bounds.
Revised greybox of map, featuring closed level bounds.
Revised neutral combat zone.
Revised neutral combat zone.
Revised underground area.
Revised underground area.
Landmarks such as statues were placed for navigation purposes.
Landmarks such as statues were placed for navigation purposes.
Playtesting & Problem Solving
Despite numerous iterations, repeated playtests revealed that players did not engage with the basement route the way it was intended, leading to the decision to ultimately scrap it and merge it into the main combat zone to streamline flow and navigation.
One issue playtesters found was that running back to their team's base after picking up the flag was very unbalanced as they had little cover to avoid enemy fire from behind, leaving them defenseless. To fix this, ​​​​​​​the pillars in the room were arranged in a zig-zag formation, allowing attackers to weave in and out of cover and escape with the flag.
Further adjustments were made to item placements, cover points, sightlines and structure of map to enhance strategic play, create balance, and encourage use of different lanes of play. ​​​​​​​
Later iteration of neutral combat zone, with elements of underground area merged into it.
Later iteration of neutral combat zone, with elements of underground area merged into it.
Art Asset Integration
Utilizing modular kitbashing with UEFN's built-in Fortnite asset library, I constructed visually distinct regions of the map. I assembled two unique regional asset kits featuring their own unique visual identity and theming to differentiate areas of the map while maintaining consistency.
Assets were categorically organized into three types:
Base assets, making up the foundational elements of the map 
Detail assets, decorative props and elements that enhance visual variety and depth
Hero assets, high-detail focal points, used only once each, that served as key visual landmarks of each region of the map.
Red team base flag room (Greybox)
Red team base flag room (Greybox)
Red team base (Kitbash)
Red team base (Kitbash)
Red team base mining tunnel (Greybox)
Red team base mining tunnel (Greybox)
Red team base mining tunnel (Kitbash)
Red team base mining tunnel (Kitbash)
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