Fortnite Hunters

Fight as a ronin

Sprite Shrines / Shogun's Arena -
Level Injection Manager

Overview

For the Fortnite “Hunters” season, I worked with the engine World-building team to leverage new tech to inject levels at runtime so that we could do things like spawning a level in X of N locations or in a dynamic location in the middle of the match. This was an effort to improve the way we used to achieve that via data layers, speeding up the Level Design workflow going forward.

 Highlights

Sprite Shrines

  • Made a wrapper for the engine-level injection logic that would choose a subset of locations from all the ones available to spawn the level in.
  • Worked with the engine team to create a level preview-only actor, linked to a series of Gameplay Tags that would dictate the behavior of the location when picked by EQS(i.e. For guaranteed spawns).
  • Made locations individually hotfixable via a data table with metadata for each location.

Shogun’s Arena

  • Based on the tech built for Sprite Shrines, shared the same functionality to be able to spawn a single level based on the closest location to the center of the safe zone.
  • Added debug functions to easily spawn a level in a location near the local player, spawn a level in any location and to override the spawn locations for easier testing.
  • Added support for deterministically spawning levels based on a random seed.

Duration : 

Impact

  • Sharing the same tech between the two features allowed us to deliver them much faster at the same level of robustness and debugability which highly reduced risk on ship

  • The tech improved Level Design iteration times, not having to independently support each one of the level spawn locations (which we had to do previously).

Screenshots

Gameplay