Seb Axel - Fortnite Mod Showcase
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See a full playthrough with some design chat below:
My objective with this mod was to create a non linear base invasion level that had multiple entrances, used verticality and seamlessly went from external to internal enviroments
I first started out building out the landscape and the player spawn, you can see below that the spawn starts out of view of the base as if the player was dropped off via boat out of view. I wanted the base to be built into a mountain and use the landscape to create a natural wall and entrance


The next thing I did was grey box the base into the landscape, keeping in mind my objectives to use verticality and create a second entrance using the mountain ridge



After this I focused on the internal spaces keeping in mind classic 3rd person shooter mechanics such as cover and sightlines. I wanted to ensure the player was able to exprience a variety of combat encounters throughout the level, for example with the rear underground section, I wanted enemies to be above the player in a location the player cannot reach to put them on the back foot



As I began to test more I quickly found that players that entered via the ridge path were much more vunrable than intended, to combat this, I added a new room to block sight paths from where the player drops in, this room also doubled up as a second item room. In addition I dropped the garage down and added a large missile to the center so the player now had several large shapes to hide behind and less AI's able to see them.



The center room needed to feel imposing and like a dramatic event so was made deliberaly large, when the player needs to escape out the back I added some simple platforming to increase the tension and then as they exit the player becomes entierly exposed to enemies



Lastly I really wanted to polish the 3 entrances and make sure they all felt like there were special moments made for each of them, to do this, I added rewards for each pathway and iterated a lot as I continually tested and refined the different playstyle paths. Entering via the front door for instance uses rocks as cover when outside and then allows the player to access ammo at the entrace and then chest as soon as they actually manage to enter the base


I learned a huge amount about building more dynamic level spaces from this project and overall would consider it very successful in what I set out to do. I was able to incorporate verticality and external to internal enviroments. I think if I was going to tackle this brief again and had more time I would take external sightlines into account earlier and make the base contain much more dense and varied heights of buildings
If you wish to contact me please use the form below or email me at seb.axel@outlook.com


