PATCHWORK (Shipped):
Patchwork is a suite of music creation devices built for Fortnite Creative and UEFN, released by Epic Games. It allows players and creators to compose, sequence, and perform music directly within Fortnite without any external tools.
The suite includes devices like a Note Sequencer, Drum Sequencer, Step Modulator, and various audio routing and effects devices, all designed to work together as a modular music production system inside the game engine.
Patchwork was significant because it was Fortnite's first native music creation toolset, enabling a new category of musical experiences within Creative and UEFN.
Responsibilities (Technical Designer):
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Designed and implemented in-world UI for multiple devices using UMG and MVVM architecture, working closely with UI artists to translate mockups and redlines into pixel-perfect implementations.
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Built complex materials for knobs and sliders covering regular, segmented, and bipolar types in both radial and vertical layouts, impacting nearly every device in the suite.
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Built a VFX support system using Instanced Static Meshes instead of individual meshes to keep draw calls efficient, allowing FX artists to iterate on effects with low friction and minimal dependency.
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Piped music and audio data through Blueprints and materials to drive Niagara particle systems and material based glows and pulses on device meshes, creating visuals that reacted dynamically to the music.
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Nativized ISM logic from Blueprints to C++ to improve runtime performance, validated through Unreal Insights.
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Set up Metasound patch wrappers in Blueprints and C++ to track audio input and output across device patches created by audio designers.
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Collaborated with a programmer on sustains for the Note Sequencer, working on the Blueprint side first before nativizing the entire system from scratch in C++ delivering a significant performance improvement.
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Built an Editor Utility Widget to automate device plugin creation, pre-loading common starter components in a game ready state so designers could skip boilerplate and jump straight to innovating.
DANCE WITH SABRINA (Shipped):
Dance with Sabrina is a live interactive UEFN experience released in Fortnite featuring pop artist Sabrina Carpenter. The experience was built around her music and allowed players to participate in a choreographed dance show set across multiple stages, each with different roles and gameplay mechanics tied to the performance. Players could join as performers, take on specific stage roles, and engage with the show's gameplay systems in real time alongside other players.
Responsibilities (Technical Designer II):
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Built UI for different stage roles using UMG widgets and property interfaces in UEFN, working with artists to ensure implementations matched the intended design for each performer type.
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Set up VFX support for the experience, working with FX artists to ensure visual effects were performant and could be iterated on with low friction.
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Implemented opt in and out of dance gameplay logic in Verse, handling both solo and party flows so players could seamlessly join or leave the dance experience without disrupting others.
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Built and iterated on various other small gameplay systems and logic in Verse to support the overall show experience.
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Worked within a fast paced shipping timeline, collaborating across disciplines to get the experience live for players.

UNRELEASED PROJECTS:
Much of this work is covered under NDA and cannot be discussed in detail. However at a high level, listing my contributions.
Responsibilities (Technical Designer III):
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Owned a significant portion of UI implementation using UMG with MVVM architecture, with ViewModels authored in C++, handling multiple UI states and contexts across a complex experience.
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Made targeted modifications to gameplay systems using the Gameplay Ability System in C++ and Blueprints.
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Collaborated closely with senior designers and a design director to rapidly prototype and playtest new gameplay ideas in UEFN using existing devices and Verse, iterating quickly to find engaging mechanics.
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Built UI for prototypes using property interfaces and widgets in UEFN, enabling fast iteration on new design concepts.
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Worked across multiple prototype projects simultaneously, adapting quickly to shifting priorities and ambiguous design directions.
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Contributed to design discussions and helped validate concepts early through playtesting, informing production decisions before significant engineering investment was made.


