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Curriculum

Pre-Workshop Requirements

  • A clean, optimized 3D model of the Dubai Future Museum, with surrounding assets provided by the authority, prepared and ready for use in the workshop.

 

Recommended Laptop Workstation for Participants

  • Attendees should be equipped with a high-performance laptop workstation that meets the technical requirements for Unreal Editor for Fortnite (UEFN) development and real-time 3D workflows.

 

Example:  ROG Strix G16 (2024) G614

Windows 11 Pro

  • NVIDIA® GeForce RTX™ 4080 Laptop GPU

  • Intel® Core™ i9-14900HX Processor

  • 16" 2.5K (2560 x 1600, WQXGA) 16:10 240Hz ROG Nebula Display

  • 2TB M.2 NVMe™ PCIe® 4.0 SSD storage

Chapter 1 – Foundations of World Building

Learning Session:
Day one introduces participants to the UEFN ecosystem and its role within the Fortnite creative economy. Attendees will familiarize themselves with the interface, navigation tools, content drawer, and asset import workflows. The focus will then shift to the fundamentals of world-building, where participants will explore the creation of landscapes, foliage, and water bodies to simulate a believable environment.

Key Outcomes:

  • Proficiency in UEFN interface and navigation

  • Ability to import and organize assets

  • Understanding of the basic landscape, foliage, and water systems

  • Established project teams and environment foundations

Learning Session:

  • Introduction & Team Formation

  • UEFN Ecosystem Overview

  • Navigating the Interface & UI Essentials

  • Content Drawer & Asset Importing

  • Fundamentals of World Building

  • Landscape & Foliage Tools

  • Water Tools

Chapter 2 – Gameplay Mechanics & Devices

Learning Session:
Day two is dedicated to gameplay interactivity. Participants will learn how to configure island settings and use devices to build engaging mechanics. Topics include setting up scoring systems, configuring timers, and adding AI-controlled enemies. The session emphasizes the design of balanced, engaging gameplay experiences tailored to different player dynamics.

Key Outcomes:

  • Mastery of gameplay mechanics and island setup

  • Integration of devices to create interactive systems

  • Ability to design scoring, timers, and enemy interactions

  • Introduction to Verse coding fundamentals

Learning Session:

  • Core Gameplay Mechanics in UEFN

  • Configuring Island Settings

  • Adding and Using Devices

  • Implementing Scoring Systems

  • Creating Start & End Timers

  • Introducing AI Enemies

Chapter 3 – Immersion & Visual Fidelity

Learning Session:
On day three, participants learn to transform their maps into immersive and visually compelling experiences. Topics include lighting systems, audio design, particle effects, and shaders. The focus is on creating atmosphere and emotional engagement, aligning visual and audio elements to reinforce the gameplay experience.

Key Outcomes:

  • Ability to apply lighting and shading techniques

  • Integration of soundscapes and audio cues

  • Use of particle systems and effects for realism

  • Creation of immersive, polished environments

Learning Session:

  • Understanding UEFN Lighting Systems

  • Integrating Audio Elements

  • Adding Effects & Dynamic Elements

  • Shader Adjustments and Optimization

Chapter 4 – Cinematics, Testing & Publishing

Learning Session:
The final day focuses on cinematic storytelling, testing, and publishing workflows. Participants are introduced to Sequencer, learning how to create cinematic cutscenes and showcase their maps. This is followed by structured test-play sessions, identifying bugs and gameplay imbalances. The session concludes with the publishing pipeline, covering how to release and share maps within the Fortnite ecosystem.

Key Outcomes:

  • Knowledge of cinematic creation using Sequencer

  • Hands-on experience with testing and quality assurance

  • Understanding of publishing workflows within Fortnite

  • Completion and publishing of a collaborative Battle Royale map

Learning Session:

  • Introduction to Sequencer & Cinematics

  • Testing & Debugging Gameplay

  • Publishing Workflow & Best Practices

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