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Fortnite
 

     After spending some time freelancing, I moved to New Orleans to work at High Voltage Software, helping co-develop Fortnite. Wearing multiple hats on one of the largest games in the world taught me invaluable lessons about the server-client relationship and designing for a massive player base. While I cannot go into specific details on exact features, below is an overview of the roles I filled:

Roles & Contributions

  • Mission Designer: Utilized Unreal Engine 4 Blueprints and internal data tools to design and implement PvE missions, tuning AI, encounters, and objective systems to deliver engaging multiplayer scenarios.

  • Technical Designer: Prototyped gameplay elements and systems in Blueprints for rapid iteration, allowing us to validate fun, fail fast, and pivot when necessary while saving core engineering time for critical features.

  • UI Designer: Designed UMG widgets to convey gameplay ideas, leveraging both Blueprints and C++ to handle server-client communication and accurately deliver information to the local player.

  • Gameplay Programmer: Strengthened my C++ skills to write numerous gameplay systems and directly assist the engineering team. This autonomy allowed me to stay productive across all phases of development and bridge the gap between design and engineering.

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