I had the amazing opportunity to work on some of Lego Fortnite's architecture kits over the spawn of a year and a half. I joined the team during the pre production phase and learned to work with LDD (Lego Digital Designer) to build brick by brick designs. I worked hand in hand with other Artists, Level Designers and the Dev's from the Building Team to create architectural building kits for players to build and enjoy. Throughout production we went through many iterations and explorations before settling on a few final designs I participated in. I also created some of the props and was responsible to integrate props made by Play Institute into the engine. Lots of exploration was done on our prop pipeline with Parker Linn in order to establish metrics, building guidelines, naming conventions and so forth.
Many departments were involved into creating those pipelines and setting everything up. I'd also like to give a special thanks to fellow artists Nicole Gorny, Philip Hatfield and Josh Marlow who I worked in close collaboration with during my time on Lego. I couldn't have done it without them !
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The Cozy House set holds a special place in my heart. It's one of the sets I was able to concept and build from scratch using the original Fortnite Pleasant park set as a reference. I was able to make two different facade types, the wooden slates and the brick version, as well as some props to go along with the building set. Definitely learned a lot during the construction of this building set.
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The Ancient Palace set as well as the Beach House set were concepted by artists from Play Institute and Art directed by Gil Rimmer. Working closely with Level design and art direction, I was responsible for creating breakouts of those two building sets into several hundred modular pieces while simultaneously making visual changes to accommodate required metrics. Level design then used those pieces to create Builds with instructions to help players build them out.
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The Beach House set was a collaboration between Jeff Jenkins and myself as he took over the final details of the set when I transitioned back to FN BR.
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This Launch was a huge collaboration between many departments and I am so proud of what the entire team was able to create and the experience we were collectively able to bring players.
Art Director: Gil Rimmer
Technical Art Director: Joji Tsuruga
Art Leads: Josh Marlow, Nicole Gorny
Environment Artists: Nicole Gorny, Philip Hatfield, Jeff Jenkins
Lead Technical Designer: Wes Bunn
Level Design: Kevin Hansen and Dave Ewing
Lead Designer, Social Sim: Parker Linn
LDD Concepts: Play Institute