Arcane Odyssey

Project information

  • GenreMultiplayer, Adventure
  • PlatformPC
  • EngineUnreal Editor for Fortnite (UEFN)
  • Team Size4
  • DurationSep 2023 - Oct 2024 (1.5 months)
  • Featured Unreal Blog

Arcane Odyssey is a gacha-based, team-versus-team adventure set on a mystical Fortnite island. In this 2v2 escape challenge, players compete to explore, collect, and survive through three thrilling levels. Starting on a lush forest island, teams gather materials, solve riddles, and teleport to magical biomes to earn Golden Keys. With keys in hand, they descend into a treacherous underground labyrinth filled with monsters, traps, and mind-bending puzzles. Only by collecting artifacts and regrouping at the exit can they move forward.

Main Responsibilities

  • • Implementing navigation systems and gameplay features.
  • • Designing an immersive adventure experience with exploration-focused mechanics.
  • • Balancing creative design and technical execution, and collaborating with the team to iterate on story-driven levels.

Features

  • • Multiple biomes to explore - Greenland, Desert and Iceland.
  • • Various ways to maneuver, gather items and trade to progress.
  • • Solve puzzles, avoid traps, fight monsters and escape the maze.
  • • Expandable to play in Co-op mode.

Process

Ideation

  • Looking for inspiration
  • Finalising the core game idea
  • Role assignment creators

Planning

  • Design planning (Game & Level)
  • Gathering visual references
  • Research existing devices Blueprints

Prototype

  • Developing core mechanics
  • Vertical slice of the game
  • Modifying with Verse

Playtesting

  • Internal team playtesting
  • Playtesting with instructors

Final Game

  • Feedback implementation
  • Bug fixing
  • Game Balancing
  • Polishing the look

Level Design

I designed a competitive multiplayer PvPvE experience in UEFN, blending exploration, combat, and progression across a multi-layered world. The game starts on a sprawling forested island where players gather resources, solve environmental puzzles, and unlock hidden pathways to gain access to the next phase. Each biome—Forest, Desert, and Iceland—offers unique mechanics and collectibles that become essential in the later stages of the game.

Throughout the design process, I focused on utilizing only native UEFN assets and mechanics to stay within scope. This allowed rapid prototyping while ensuring performance stability across all three levels of the game.

Nature

First iteration of the map

Nature

Final Design

Early Gameplay prototype

Level System

Using a rail-based travel system, players race to unlock access to the final floating island, where the first to defeat the boss wins. I focused on designing engaging, layered progression while keeping scope within native UEFN tools for performance and quick iteration.

The idea felt out of scope for my team and mentor, but I worked on it when I had an chance after the early prototype. It took me 1 hour to create a simple navigation route which covered the entire island and another 2-3 hours to add the rails for the final gameplay.

Eventually, everyone ended up liking the idea and helped with being a better way to navigate rather than just walking around, which was taking a very long time.

Challenges

  • Revision Control - Working on the file simultaneously caused some members’ progress to be overridden and deleted. I had to redo the whole map 3+ times in 2 weeks which took a lot of time.
  • Managing project memory usage in Fortnite. We put a limit on uploading unnecessary assets.
  • Learning new programming language and system/engine usage.