All breakdowns

CoreUndead

2024 · Solo project · 5 weeks · UEFN

CoreUndead title art: the player walks through a gate toward the glowing Core, beside the game's logo.

CoreUndead is a fantasy action-RPG shooter and my first complete game in UEFN (Unreal Editor for Fortnite). Over a five-week personal project, I set out to build a level players would remember: one that unveils new abilities as you progress and pulls you into its story.

Pre-production

References

I gathered references for landmarks, environments, rooms and traps, as both reference material and inspiration. I compiled everything in PureRef into a one-page board that became the foundation for the level.

A PureRef board of reference images grouped by landmarks, environments, rooms and traps.

Story

The Core has attacked, and it's up to us to stop it.

Points of interest

Production

Understanding metrics

To nail the metrics, I built a gym out of default Unreal shapes and scattered markers around it, using the Unreal mannequin for scale. Once the metrics felt right, I blocked out a rough 3D mock-up of the whole level, start to finish.

Combat spaces

The game is a shoot-fest, but it rewards players who use traps as well as guns. Some combat spaces are built to trap the player and make them fight their way out, and multiple weapon types encourage players to vary their playstyle.

Hidden areas & vantage points

The map is full of hidden areas and vantage points that can only be reached by dodging traps and a bit of platforming. Each one rewards the player with a power-up.

Feedback session

Once the first alpha was complete, I sent the level out for playtesting and collected notes on platforming feel, narrative and combat.

Level flow

Layout overview

The CoreUndead layout: the route from the starting house through the Passageway, Gardens, Labyrinth and Swamp to the final House.

The layout is linear, with secret areas that open up when the player destroys barriers. Each point of interest has exploration beats that reward the player with loot or story moments that expand on their adventure, and each one ends in a boss fight.

Intensity chart

CoreUndead intensity chart across the points of interest.

Combat pacing

CoreUndead combat pacing chart across the points of interest.

Closing thoughts

CoreUndead was my first UEFN project. I started it as a Blocktober showcase and kept developing it over five weeks. It taught me the editor inside out, from custom materials to the full range of Fortnite's creative devices. With more time, I'd develop the dialogue and overall narrative further.