
Matt Shetler, Adrienne Pugh, Marcel Swanepoel, Jeremy Albert, Harold Emsheimer, Julie McConnell, Phil Rampulla, Rhys Harwell, Ben Taels, Riley Florence, Craig Parkinson, Jesse Raymond, Pavlo Grubyi, Kelly Rice, Jacob Grubbe, Sean Smith, Martin Craster, Rachel Leiker, and a hundred more...
Product Lead, Creative Director
Four years ago, when I joined Epic, changing a screen in Fortnite’s front end, like the lobby, would take six months. It would also need most of the existing UI team. The UI team was drowning in tech debt, with no way to solve it. It wasn’t their fault. They had to move as fast as they could to build Battle Royale and keep up with players. So that meant making one offs. Over time, they piled up. Creating the Metaverse with a broken user interface was impossible. It needed huge changes.
Imagine trying to remodel a car by replacing its engine while it’s driving 70 down the freeway. That was our task in redesigning Fortnite’s UI. We had to make a scalable design system. It needed a new, flexible identity because it had to accommodate an unknown number of brands. We had to rebuild it all in Unreal Engine. This was while we continued to ship new seasons and three new games to players.
Rifts in Fortnite make the absurd and unexpected reality. They tie worlds together. They send you flying into the air. They open doors to other dimensions and times, drop dinosaurs, heroes, and villains into your world. It was a perfect metaphor to tie the many worlds of the developing Metaverse together using UI.
It would serve as the glue.
We then focused on getting the whole company behind this new design. Our first efforts began to show with the launch of Chapter 5.
We evolved Fortnite’s UI from a single game into one that could support infinite games. We rebuilt it from the ground up with scalable design systems and new technology, while reducing our tech debt and time it takes to launch features to market.




We utilized the “rifts” that exist in the lore of Fortnite as the metaphor for the new UI design system. Rifts connect all the worlds of Fortnite. We felt it was an apt metaphor for the UI, which serves as the glue that brings everything together.

Every design system should base its core principles on the needs of the product and players. Ours was about putting content first. We made things simple and built for the scale of the Metaverse.

We needed our design system and UI to be flexible. It had to support a wide range of designs. This included those for opinionated brands like Dragonball Z. It also catered to creators without a brand who didn't want their designs to mimic Fortnite.

Rift UI is based on about 70 core components. Its system can change styles without altering components. To do this, we made new technology in Unreal Engine and UMG. We took our ideas from CSS.

Fortnite is moving from being a single game into a platform for hundreds of games and brands. We redesigned the information architecture to scale for it. It adapts to the unique needs of each game.

We rebuilt the UI from scratch on new, scalable systems. This included making new style sheets tech built into Unreal Engine itself. This made the UI scalable across the entire Fortnite ecosystem. A change that took months could now be completed in days.
