I had a rare bit of free time this past weekend and was fortunate enough to spend it working alongside the super talented Thomas Whaley (Sea of Thieves, Sniper Elite 5) and August Sargenti (FNAF, Lost Ark, Grim Dawn). I first met both of them in the voice chats on the Unreal Slackers Discord and I’m constantly in awe of the fact I’ve made friends with so many super talented people there. In a few days we put together an experience for Fortnite that I am truly proud to have played a small role in building.
I was also impressed by the power and versatility of UEFN. It is a very rewarding and familiar experience reminiscent of working with the same tools I’ve built for almost every project I’ve managed over the past few years. I found it extremely invigorating to be able to focus entirely on gameplay and the experience without having to worry about all the little things associated with publishing a title on its own.
I initially dismissed UEFN, but after spending time using it, I now see there is a place for it even in studios where publishing standalone titles is the primary focus. There’s an opportunity to use it to supplement revenue, build an audience, and even help train people to work in an efficient way without having to deal with a lot of the little things that can get in the way and complicate the process of making an experience.
https://www.fortnite.com/creative/island-codes/2356-5663-2660