
Pagoda’s Pass
Pagoda Pass sits on the map’s edge, offering a fast but dangerous temple route watched by towering twin pagodas, with a safer underground pass beneath the mountain.
Goals:
Create a Fortnite POI around the size of 200 x 200m
Use the UEFN pre-made content to set dress the Blockout and add a lighting pass
Explore the verse language UEFN uses if possible
For the above goals, I gave myself roughly a month to complete this project in my spare time.
Pre-Production Process
Beginning steps:
Research existing Fortnite POI’s with a similar theme to the one I had chosen (Japan Temple)
Experiment with the UEFN tool kit to see what could be achieved
Gather reference and create a concept board & Brain storm ideas.
Prototype ideas within UEFN
Create a rough paper top down and start the process
Concept Board

Blockout and iteration
Initially I tried a few simple layouts like this, using top down references from existing temples.

I thought that whilst it works, I wanted to create something a bit more interesting and unique that stands out.
From this I did more brainstorming, and research/concept gathering. This is when I ran into the reference of the twin pagoda’s of Yakushiji.


I iterated on layouts and using Fortnite’s modular system to stay within metrics. After choosing a direction, I refined spacing between the pagodas and temple to create strong power positions and interesting long-range engagements. To protect players on the ground in the center, I added central buildings and cover. Once the core section felt right, I expanded outward, shaping the surrounding areas with a balanced mix of sightlines and engagement ranges. I also referred back to my brainstorming ideas and references which included adding a fishing hut, lighthouse and a small ship wreck, helping to bring the POI together and not just leaving the temple in isolation.
You can see for yourself how the design iterated over time below.
POI Context and storytelling
Admittedly, the context and backstory of the POI came mid-way through the process and I think the end result shows it was an afterthought, it is the weakest part of the project. This is something to improve on in future projects.
As I discovered more of UEFN’s Japanese temple assets I saw many Lotus Frog assets. Thus I tried to stick with this theme throughout the POI, with references to Lotus Frog placed in different areas. The idea being that there was once a Samurai and his pet frogs that protected this temple. I added in statues and their graves on the island adjacent to the temple.


And of course a secret underground Frog shrine…

Loot
The majority of the loot was placed in the center of the POI and in the two pagoda’s and temple - I expect them to be the hotspots of the POI. The most valuable loot would also be here as it comes at a risk vs reward.




There is loot in the outer perimeter of the POI but in much less quantity. These would be the safe areas to land and traverse as there will be less competition.




Underground pass
I added a underground pass to give players cover from the Pagoda’s and surrounding towering vantage points. This allows players to ‘safely’ rotate from one side of the POI to the other.


The tunnel leads to an interesting discovery……


As a fun way to help players reposition from what could be considered the weakest position on the map, I added in a secret…
They would be easy targets for players already in a cemented higher position so it comes with a risk.
Fitting into the larger world
This POI has been made in mind that it would be part of a larger map. Of course I don’t know what that may look like but generally I thought about the different entry points.
From the large mountain they can for example take a jump pad and try land on one of the Pagoda’s if they are feeling brave.

Alternatively from the other side they could take the zip line and approach the POI more cautiously. The fishing hut gives them cover.

If they don’t like either choice they can take it slower by running down the mountain, or jumping into the water.

The main entrance and exit to the temple are the most direct but will most likely be watched over. They have choices to jump below into the water and climb their way up if they so choose.


Shrines
Shrines were a final addition added at the end of the project. To reinforce the theme of the temple (Lotus Frog) I thought about adding frog shrines throughout the POI. By adding these I also thought it would help players learn the layout and make each segment of the POI look unique.



I also wanted to add a further game play element to the shrines, which was to give the player a item upon the player emoting in front of the shrine. I didn’t get time to add this unfortunately.
Current Problems
With the current version of Pagoda Pass, there are a number of problems.
1) Zip lines/Ascenders

I placed zip lines on top of destructible assets. I liked the idea of being able to zip line between the Pagoda’s and temple and I had in mind the zip lines would also be destroyed if their support structure was destroyed. However currently if you destroy the assets underneath the zip lines, they don’t disappear and are left floating in the air. This was something that unfortunately I wasn’t able to resolve in time and perhaps they are simply not allowed to be placed on top of destructible assets in which case I would have to come up with another solution of traversal between Pagoda’s or forego the idea entirely.
It’s not a major issue and the POI stands fine without this.
Conclusion
What went well:
Sticking to a deadline and project management
Pre-production was strong and prototyping within UEFN allowed me to see what was possible
Failing fast on the first iteration and going back to the drawing board
There are some interesting elements of the POI
I think there is good height variation in the POI and there are interesting long range fights
There are many ways to reposition and rotate around the POI
What to improve on for the next project
The balance of this POI is tipped in favor of long range fights. There are many long sight lines
Pre-production was strong but the background story of the POI came together as I was creating it. I should have brainstormed more the context so I can add more personality.
Adding more gameplay features as seen in Fortnite would have made it more fun (More traversal mechanics etc)
The POI is too symmetrical - of course the main reference was but it’s nice to add more variation.
Many new POI’s in Fortnite have AI patrolling - something to look in to.
Ensuring I document more of my process, whilst I gathered many screenshots I am not showing well just how I got to the final version.
Final project images





































































