Level Summary

Justice Junction is a small POI located in a rocky mountain corridor, styled as a banana-led legal district following their victorious uprising against smoothie-making criminals. The zone balances strong high-ground positioning with layered cover, flanking routes, and dynamic points of engagement, built to support both Battle Royale’s Build Mode and Zero Build playstyles.

Responsibilities:

  • Designed the level layout

  • Whiteboxed the level

  • Set Dressed the entire level with existing Fortnite assets

  • Lit the level for several different lighting situations including dusk and midday

  • Implemented enemy AI, loot chests, and ground items to populate the POI

Details:

Team Size: 1

Genre: Open World Battle Royale

Role: Lead Level Designer

Engine: UEFN

Courthouse:

  • The Courthouse serves as the visual and tactical centerpiece—it's the tallest structure with the most loot density and verticality. The rooftop offers multiple access points via ascenders, vents, and stairs, ensuring that its power can be contested from multiple angles. Tall windows, rooftop bushes, and sculpted terrain intentionally limit visibility from its highest points to avoid overpowered sightlines.

  • The courthouse is intended to serve as the primary landmark for Justice Junction, offering immediate high-ground opportunities and clear visibility across the POI. The goal with the Peel-y statue was to establish a strong visual identity and reinforce the legal theme with Fortnite’s tone in mind. I aimed for the building to feel like a central power structure, drawing players in both thematically and strategically.

The Police Station & Jail:

  • Features tight corridors, rooftop entry, and a secured jail tunnel that links back to the Courthouse—allowing for smart flanks and thematic continuity. A sheriff’s hat sits proudly on the roof, marking this building as the banana authority's headquarters.

  • This building was intended to serve as a medium-priority loot location and support the legal district theme through function and layout. The large sheriff’s hat was added to help with visual landmarking and player orientation. Interior flow connects the front lobby to an equipment room, locker space, and a jail in the back, which links directly to the courthouse. This connection was designed to enable fast rotations and narrative consistency between buildings.

Camp, Hide, and Peel Law

  • This building tells a layered narrative. The lower floor shows modest legal offices, while upstairs reveals stacks of gold and hidden art in the bathroom—clearly, some bananas are bending the law for profit. This building provides vent traversal to the news reporting building and cover from the high ground of the courthouse.

  • This building was designed to support slower, interior-focused gameplay with multiple corners, tight rooms, and vertical separation intended to encourage both camping and hiding tactics. The name itself is a layered nod to that intent. Ground loot (especially shotguns) were placed in close-quarter zones where short-range weapons would have the most impact. Narrative elements like Peel’s second-floor office were built on top of that structure to support both gameplay flow and thematic contrast.

The Court Reporter Station:

  • Doubles as a forecast tower and banana propaganda hub. Players can fight across cramped reporter desks, a green screen stage, and up into a technical server room packed with broadcast equipment. An S ranked super chest and forecast tower reward players who contest this area in the late game.

  • This building was intended to serve dual functions: first, as a recognizable landmark through its rooftop antenna array; second, as a compact interior combat space with multiple floors of traversal. I aimed for it to support Fortnite’s forecast tower mechanics while fitting the legal district theme by branding it as a court reporting agency. The verticality was meant to offer rotation potential and strategic rooftop access without outclassing the courthouse in height.

Environmental Storytelling & Theme:

  • The POI leans into satire, with bananas now in charge of enforcing justice. A heroic Peely statue stands in the plaza holding scales of justice. He is framed symmetrically by the other buildings and located in the center of the POI. Each building shows signs of Peel-y’s control over different aspects of the legal system in his pursuit to get justice for being turned into a smoothie.

Full Level Playthrough

Gameplay Composition:

  • 4 main buildings (courthouse is ~the size of 2 normal buildings in size and complexity)

  • 47 total chest spawns (Based this number on POIs that I believe are fan-favorites and meet the size requirement of this test such as Flooded Frogs, Twinkle Terrace, and Lucky Landing)

  • 4 super chests (one per major building, 1 C ranked chest for early game contesting, 2 B ranked chests for mid game power, and 1 S ranked chest for late game power)

  • 55 ground loot spawns (Based this number on Flooded Frogs, Twinkle Terrace, and Lucky Landing)

  • 18 ammo boxes (Ammo boxes vary wildly from POI to POI so I took an average of serval popular POIs and placed them as I thought they were appropriate based on aesthetic and functionality)

  • 3 ascenders, 4 air vents, 1 bouncy umbrella for traversal around the POI

  • 1 driveable vehicle, 1 vending machine for added POI utility

Early Blockout (Days 1-4)

A lot of the blockout phase was an attempt to discover what tools I had in UEFN. It was an engine I had not used before this design test. I spent a lot of time the first few days familiarizing myself with the tools and the assets I had to work with so that I could pull from that knowledge later when I had specific reference images I wanted to match. I think it helped a lot as I went from 1/450 applicants to 1/10 offered a design test to 1/2 who passed the design test. While I ultimately did not get the job, this design test got me in the conversation and into 4 more interviews. I didn’t win the coinflip on this attempt, but I believe that this process helped to mold me into an even stronger level designer so I’m thankful for the experience. Tomorrow’s a brighter day!

Final Version Stills (Day 13)