2024
As Unreal Engine specialists and Gold Service Partners, we have expanded our offerings to the world of User Generated Content (UGC). Using Unreal Engine for Fortnite (UEFN), we developed a Fortnite island featuring a game where the primary objective is to eliminate hordes of zombies to advance.
Our aim with this experience is not only to broaden our range of services but also to push the boundaries of what’s possible within the UEFN ecosystem, both visually and in terms of gameplay dynamics.
With this in mind, we are proud to say that PACK ATTACK: HORDEFIGHT is the first ever Fortnite creative island to use crowd systems as the main mechanic for gameplay.
As Unreal Engine specialists and Gold Service Partners, we have expanded our offerings to the world of User Generated Content (UGC). Using Unreal Engine for Fortnite (UEFN), we developed a Fortnite island featuring a game where the primary objective is to eliminate hordes of zombies to advance.
Our aim with this experience is not only to broaden our range of services but also to push the boundaries of what’s possible within the UEFN ecosystem, both visually and in terms of gameplay dynamics.
With this in mind, we are proud to say that PACK ATTACK: HORDEFIGHT is the first ever Fortnite creative island to use crowd systems as the main mechanic for gameplay.
As Unreal Engine specialists and Gold Service Partners, we have expanded our offerings to the world of User Generated Content (UGC). Using Unreal Engine for Fortnite (UEFN), we developed a Fortnite island featuring a game where the primary objective is to eliminate hordes of zombies to advance.
Our aim with this experience is not only to broaden our range of services but also to push the boundaries of what’s possible within the UEFN ecosystem, both visually and in terms of gameplay dynamics.
With this in mind, we are proud to say that PACK ATTACK: HORDEFIGHT is the first ever Fortnite creative island to use crowd systems as the main mechanic for gameplay.
As Unreal Engine specialists and Gold Service Partners, we have expanded our offerings to the world of User Generated Content (UGC). Using Unreal Engine for Fortnite (UEFN), we developed a Fortnite island featuring a game where the primary objective is to eliminate hordes of zombies to advance.
Our aim with this experience is not only to broaden our range of services but also to push the boundaries of what’s possible within the UEFN ecosystem, both visually and in terms of gameplay dynamics.
With this in mind, we are proud to say that PACK ATTACK: HORDEFIGHT is the first ever Fortnite creative island to use crowd systems as the main mechanic for gameplay.
As Unreal Engine specialists and Gold Service Partners, we have expanded our offerings to the world of User Generated Content (UGC). Using Unreal Engine for Fortnite (UEFN), we developed a Fortnite island featuring a game where the primary objective is to eliminate hordes of zombies to advance.
Our aim with this experience is not only to broaden our range of services but also to push the boundaries of what’s possible within the UEFN ecosystem, both visually and in terms of gameplay dynamics.
With this in mind, we are proud to say that PACK ATTACK: HORDEFIGHT is the first ever Fortnite creative island to use crowd systems as the main mechanic for gameplay.
When we began this project, we knew we wanted to build an experience centered around hordes as the core gameplay dynamic, and we felt that zombies would be a fitting choice. However, we also wanted it to be accessible and distinct from the typical zombies found in the Fortnite ecosystem.
Given that the game was scheduled for release around Halloween, we chose a Halloween store as the backdrop for our story. In our narrative, a small meteor crashes into Earth, landing in the storage room of a local Halloween shop. This event brings boxes of skeleton costumes to life, which take control of humans by latching onto their heads.
At this stage, our artists created hand-drawn concept frames for the game. You can view some of them below:
When we began this project, we knew we wanted to build an experience centered around hordes as the core gameplay dynamic, and we felt that zombies would be a fitting choice. However, we also wanted it to be accessible and distinct from the typical zombies found in the Fortnite ecosystem.
Given that the game was scheduled for release around Halloween, we chose a Halloween store as the backdrop for our story. In our narrative, a small meteor crashes into Earth, landing in the storage room of a local Halloween shop. This event brings boxes of skeleton costumes to life, which take control of humans by latching onto their heads.
At this stage, our artists created hand-drawn concept frames for the game. You can view some of them below:
When we began this project, we knew we wanted to build an experience centered around hordes as the core gameplay dynamic, and we felt that zombies would be a fitting choice. However, we also wanted it to be accessible and distinct from the typical zombies found in the Fortnite ecosystem.
Given that the game was scheduled for release around Halloween, we chose a Halloween store as the backdrop for our story. In our narrative, a small meteor crashes into Earth, landing in the storage room of a local Halloween shop. This event brings boxes of skeleton costumes to life, which take control of humans by latching onto their heads.
At this stage, our artists created hand-drawn concept frames for the game. You can view some of them below:
When we began this project, we knew we wanted to build an experience centered around hordes as the core gameplay dynamic, and we felt that zombies would be a fitting choice. However, we also wanted it to be accessible and distinct from the typical zombies found in the Fortnite ecosystem.
Given that the game was scheduled for release around Halloween, we chose a Halloween store as the backdrop for our story. In our narrative, a small meteor crashes into Earth, landing in the storage room of a local Halloween shop. This event brings boxes of skeleton costumes to life, which take control of humans by latching onto their heads.
At this stage, our artists created hand-drawn concept frames for the game. You can view some of them below:
When we began this project, we knew we wanted to build an experience centered around hordes as the core gameplay dynamic, and we felt that zombies would be a fitting choice. However, we also wanted it to be accessible and distinct from the typical zombies found in the Fortnite ecosystem.
Given that the game was scheduled for release around Halloween, we chose a Halloween store as the backdrop for our story. In our narrative, a small meteor crashes into Earth, landing in the storage room of a local Halloween shop. This event brings boxes of skeleton costumes to life, which take control of humans by latching onto their heads.
At this stage, our artists created hand-drawn concept frames for the game. You can view some of them below:
Below there is a clip that shows the multiple aspects of development of this UEFN experience.
Below there is a clip that shows the multiple aspects of development of this UEFN experience.
Below there is a clip that shows the multiple aspects of development of this UEFN experience.
Below there is a clip that shows the multiple aspects of development of this UEFN experience.
Below there is a clip that shows the multiple aspects of development of this UEFN experience.
PACK ATTACK: HORDEFIGHT is the first Fortnite Creative island to feature crowd systems as the core gameplay mechanic. We developed a system that enables thousands of enemies to appear on screen simultaneously, creating a truly unique experience. Our goal was to make it feel like you were battling a horde that behaves as a single, living entity.
To achieve this, we developed a Python tool that allowed us to design the structure of the hordes exactly as we envisioned, and then seamlessly integrate the results into UEFN.
PACK ATTACK: HORDEFIGHT is the first Fortnite Creative island to feature crowd systems as the core gameplay mechanic. We developed a system that enables thousands of enemies to appear on screen simultaneously, creating a truly unique experience. Our goal was to make it feel like you were battling a horde that behaves as a single, living entity.
To achieve this, we developed a Python tool that allowed us to design the structure of the hordes exactly as we envisioned, and then seamlessly integrate the results into UEFN.
PACK ATTACK: HORDEFIGHT is the first Fortnite Creative island to feature crowd systems as the core gameplay mechanic. We developed a system that enables thousands of enemies to appear on screen simultaneously, creating a truly unique experience. Our goal was to make it feel like you were battling a horde that behaves as a single, living entity.
To achieve this, we developed a Python tool that allowed us to design the structure of the hordes exactly as we envisioned, and then seamlessly integrate the results into UEFN.
PACK ATTACK: HORDEFIGHT is the first Fortnite Creative island to feature crowd systems as the core gameplay mechanic. We developed a system that enables thousands of enemies to appear on screen simultaneously, creating a truly unique experience. Our goal was to make it feel like you were battling a horde that behaves as a single, living entity.
To achieve this, we developed a Python tool that allowed us to design the structure of the hordes exactly as we envisioned, and then seamlessly integrate the results into UEFN.
PACK ATTACK: HORDEFIGHT is the first Fortnite Creative island to feature crowd systems as the core gameplay mechanic. We developed a system that enables thousands of enemies to appear on screen simultaneously, creating a truly unique experience. Our goal was to make it feel like you were battling a horde that behaves as a single, living entity.
To achieve this, we developed a Python tool that allowed us to design the structure of the hordes exactly as we envisioned, and then seamlessly integrate the results into UEFN.