Fortnite


Released in July, 2017

Platforms: PC, Consoles, Mobile

Website: https://www.fortnite.com


  • My primary role in Fortnite was of Gameplay Designer on the Battle Royale team, guiding the vision and implementation of many different gameplay features, from weapons, mobility, vehicles, mini-events and big IP integrations.

My work in the Fortnite Seasons


Chapter 6 Season 3 – Super

  • In the Super season my role was to be the gameplay designer responsible for the Superman gameplay integration, in a similar vein to what has been done for Godzilla previously – each match had a chance for a Superman crystal that transformed the first player that touch it into a Superman form, granting them immense power for a short duration.
  • My primary focus was to deliver a true Superman fantasy, which included creating a entire kit of abilities like the Heat Vision that felt true to the comics and movies but also kept the Fortnite flair. An area that had special attention on my end was the iconic flight of the character so we could really deliver on the freedom and power that players expected when they don the cape.

Chapter 6 Season 1 – Hunters

  • In the Hunters season my responsibility was to be the gameplay designer of all of the Winterfest gameplay that would appear in the holiday season. The main part of that was to create the Mariah Carey mini-event, where I developed and coordinated with multiple teams to create a holiday season kickoff that build up over a couple days that culminated in a sequenced timed event where players could join and dance together with Mariah. After the event, Mariah would remain in the map as a NPC and I worked on a unique players interaction where she would grant presents to players.
  • As of new gameplay items, I worked on the revamped version of the Icy Feet, bringing back an old status effect in a way that made the positive aspects of it shine while fixing and correcting many of the issues that existed with the old version, as well as creating the Blizzard Grenade, creating a new thematic area control grenade that slowed and damaged enemies

Chapter 5 Season 3 – Wrecked

  • In the Wrecked season my role was to see a number of items and features from ideation to release. My primary focus was to work on vehicles, assisting the team with the new vehicle focused gameplay and building up the Mythic Boss Vehicles that would become one of the major goals on the Battle Royale loop during the Season.
  • Another area that I worked on was on the new Nitro system, where I was the designer of the Nitro Splash item and worked together with other designers to deliver the fast-paced, almost berserker-like gameplay.
  • Besides that, I also worked on both of the Fallout’s items in the season – the Tri-beam Laser Rifle and the Nuka-Cola, as well as working on some items for the Pirates of the Caribbean activation event.

Chapter 4 – Season OG

  • In the Chapter 4 OG season my role was to look into Fortnite’s past and update many of the legacy features present in the Chapter 1 to bring them back to the current game.
  • Building up on many of the learnings I had on the Last Resort season, I worked on vehicles like the ATK, traps, mobility items like the Grappler and weapons, with a focus on keeping their core experience while at the same time fixing and reworking areas that could be improved on those features.

Chapter 4 Season 4 – Last Resort

  • My role in the Last Resort season was to bring back some fan favorites weapons like the Midas Drum Gun and the Bottomless Chug-jug as part of the season’s main feature: Heists. My work was primary on updating those legacy items and bringing them to the modern Fortnite technical and gameplay standards.