Fortnite Wilds (Chapter 4 Season 3)

Hollow Purple

(Jujutsu Kaisen Collab Item)

Overview

Worked on the Fortnite version of the big purple projectile that is the signature move for Satoru Gojo in Jujutsu Kaisen. It follows the terrain (but ignores everything else) and damages anything that comes into contact with it.

 Highlights

  • Gameplay/Movement Features: 
    • Floor Following was an almost unprecedented behavior that was not explored previously. Dove deep into projectile movement code to get as close to the anime fantasy as possible
    • Got to do some custom collision ignoring as we just wanted to collide with landscape but ignore most of the other things that had that same object type, which is more involved than it sounds with the limitation of not having collision channels available to use in the engine anymore.
  • Optimization Features
    • Iterated on different reusable pieces of logic to asyncronously target and apply Gameplay Effects to alleviate the effect of a high number of targets being applied effects in the same frame

Duration : 

Impact

  • This item was a big lift from the perf side as the radius of the projectile was huge and it would cause A LOT of destruction calls. So, I closely worked with the performance team to optimize the feature as much as possible from the beginning, to minimize risk at launch without affecting gameplay or quality. That work had a direct impact on server and client performance, and enabled other items to share some of the perf footprint we gained by optimizing this one.

Trailer

Gameplay

Grind Vines

Overview

Vine Rails were a re-skin of the Grind Rails introduced in Fortnite Mega Season (Ch4S2). They are rails that you can slide on, just like in Tarzan.

 Highlights

For Ch4S3 I focused on improving the performance of Vine Rails and addressing issues present on their predecessor (Grind Rails). Very long/big actors have caused problems in the past, ranging from corrupted HLODs to network desyncs.

  • To address the issues, I implemented a mechanism to consider separate Vine Rail actors as one, which enabled us to connect different segments which could be easily streamed in/out of the level, alleviating the HLOD and network issues.
  • In addition, I made an editor tool to slice a rail into different actors based on different criteria (center of mass, custom spline point). This enabled Level Design to be able to work on slicing existing vines on a reasonable timeline instead of having to manually duplicate them and remove points, which would have been much more time consuming.

Duration : 

Impact

  • The slicing/connecting editor tooling I made for Vine Rails had a noticeable impact in the speed in which Level Designers were able to optimize Vine Rails for this season.
  • The performance work itself unblocked us from not being able to make long Vine Rails, which enabled Level Design to have more freedom on how they structure vines throughout the environment.

Screenshots

Gameplay