Dockyard Infiltration
2025
Achieved 85% in the university module
- UEFN
- Fortnite
Software:
Play it here: http://www.fortnite.com/@raving/2578-5102-1177
In this university module, I was tasked to create a level using UEFN, showcasing a particular mechanic that we wanted. I chose to use stealth and guards.
My Responsibilities
- Designing, Blocking-out and Meshing Level: Focusing on Fortnite's guard NPCs, and the ability to sneak around, I designed a level that promotes exploration from the player, using different routes in and around the building.
- Creating Gameplay Logic: using Fortnite's "devices" to create the logic around player detection, keycards and timers.
Design Rationale
This level was designed to showcase how stealth can be used in Fortnite. The narrative is loosely based around the player infiltrating the dockyard's compound to defeat the boss and free a captured person. This meant that the level would be linear with lots of branching and converging routes to make it feel less so.
When designing the structure, it was a challenge to place and design each room in such a way that it made sense within the wider context of the compound and narrative simultaneously. This led to ideas of making each room "accurate" and theming each to real life counterparts (bathrooms, kitchen, living quarters etc.).




