BRINGING THE MUSIC TO FORTNITE!
Fortnite Festival is just one of the many game modes added to the immensely popular gaming experience that is Fortnite. Festival sees players taking the stage to play along to their favorite songs on the Main Stage (much like Rock Band), or mix those songs together on the collaborative Jam Stage (much like FUSER). And of course, there's plenty of instruments to pick, whether that's singing your heart out on vocals, shredding on guitar, slapping the bass, mastering the keytar, or slamming on the drums!
FACTS
Role/Development Period
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QA Analyst (7/2022-10/2023)
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QA Tester (11/2021-7/2022)
Engine
Unreal Engine 5
Responsibilities
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QA
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Level Design
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Documentation
Platforms
CONTRIBUTIONS
While QA was my primary responsibility on Fortnite Festival, I always made an effort to help out on the game design side where I could.
Game Design
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Wrote design specs on potential features, and presented them to team leads.
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Built various level design concepts as part of official level explorations.
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Learned how to use Unreal Engine 5 through classes that I also began to help teach.
QA
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Built testing tools in Unreal Engine 5.
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Planned and organized testing sessions with the entire team.
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Coordinated with production and other developers to triage and prioritize bugs reported by the testing team.
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Wrote test cases, build test requests, and risk assessments of owned features.
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Participated in daily scrum meetings with other developers to stay up to date with each other's work.
POST-MORTEM
There were a lot of things I took away from working on Fortnite Festival, both from a game design and QA perspective:
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GAINING/SHARING KNOWLEDGE OF NEW TOOLS
The more I pushed to do design work on the project, the more I found myself picking up new tools. I started teaching myself how to use Figma for visual game design documents and also Perforce to make check-ins to the build, but the biggest example of this has to be my experience with Unreal Engine 5. I got to learn a lot about setting up levels and creating blueprints, but I also took time to learn about standard assets already in Fortnite. Pretty soon, the rest of team took notice of this, as I had a lot of instances where people were coming to me to show them how I set up assets. Overall, this reminded me how helpful it is to share knowledge with others, which is something I always want to do in the future.
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PRESENTING MY DESIGN IDEAS TO LEADS
I pitched quite a few design concepts to our leads during development, whether that was the level designs I did for Backstage, or writing specs for new game mechanics. I think it showed me a lot about I could improve the level of clarity I use in my documents and pitches, and because of that, I feel like the design documents I write now are a lot nicer and cleaner. On top of that, I feel like these experiences did a lot for my self-confidence. For a long time, I was scared to talk to the team leads about ideas that I had, but the more I did it, the more comfortable I got, and a lot of pitches I did lead to next steps, such as explorations, design discussions, and more.
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PRIORITIZING MULTIPLE PROJECTS
I was in a pretty unique position while working on Fortnite Festival, as I was also a member of Harmonix's "Legacy Projects" team that continued work on FUSER and Rock Band Rivals. Because of this, there were a lot of times where I had to switch gears and balance a lot of different work. During this time, I found that there were a decent number of miscommunications about where my focus should be, and I could definitely see the impact it had. In the future, I want to make sure I'm more prepared for that if I find myself in a similar situation, but on the whole, I'm really grateful for this experience. It taught me a lot about my own time management and knowing what I should work on first, so I'm confident I'd be able to handle a situation like this again if it arises.