
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...
UX/UI was one department out of many, all contributing to these results:

Producing seasons of Fortnite takes hundreds of insanely talented people, collaborating together, under what I can only describe as a pressure cooker. This case study covers what we as an entire organization were able to achieve, UX/UI's piece of the puzzle, and the things I did to contribute towards our collective success.
This case study only utilizes metrics that are publicly available, not anything sensitive or confidential.

Between mid-2020 and late 2023, Fortnite faced a number of headwinds. Here are just a few:
In addition, we knew the company vision was to build the Metaverse, but we had little definition of what that meant.

By late 2023, we’d (the entire Fortnite org) transformed Fortnite from a single game into a gaming platform. We achieved building the foundation of what Tim Sweeney called the “Metaverse”.

We worked on hundreds of features collaboratively with other departments. I want to highlight a couple things we contributed to that were stand out successes for the business.

Building was Fortnite's signature mechanic. It was also a big barrier to growth. New players needed 8-10+ hours weekly just to compete with veteran players, and 77% of players who'd made purchases felt locked out by that skill ceiling.
In March 2022, we supported the launch of Zero Build mode by designing all of the new UI for systems like over-shield, tactical sprint, and enhanced mobility. UX/UI handled all of the interactive tutorials, HUD elements, and lobby adjustments for these changes. Additionally we rebuilt the mode switcher in the lobby, and the new discovery experience to pave the way for multiple new modes to exist.
A lot of our newer players shared feedback that the building system was a major barrier to entry. It was hard for them to compete with veteran players who could build a fort in an instant. Sometimes the most strategic move is removing friction, instead of focusing on adding new features.
We rebuilt the Battle Pass UI twice across the 15 seasons between 2020 and 2023, not because the old one was broken, but because we were solving different problems at different stages:

The grid system with star currency gave players perceived choices. It got mixed reception (75% of players preferred the linear design), but it increased perceived value enough to support raising the price of the Battlepass from $7.99 to $9.50.
We took player feedback to heart and moved back to a linear design with a cleaner UI. Player’s called it “Peak Fortnite”. More importantly, we were able not only please players, but reduce asset production costs by up to 30% by utilizing background static assets vs. individual rendered 3D environments.
During revenue declining periods (2022-2023), these UI improvements maintained conversion rates by reducing friction and clarifying value to players.
The long game: Every season from Chapter 2 onward, we were investing in our future by building towards something bigger... a team and UI system that could support multiple games and brand experiences simultaneously.

By Chapter 5 (Big Bang), that investment paid off.
The scalable architecture we built in the background made the impossible, possible.
Not all of our bets paid off however. Some things just didn't meet the mark for players. Here are two.
Survival mechanics were trending at the time. We thought borrowing from that would further differentiate us from other pure shooters.

A lot of players didn't like it. We got a lot of feedback that crafting felt more like a chore than an actual feature. We maintained 83.3M MAU and 389M watched hours, but player sentiment told us we'd miscalculated.
Just because something works in another game doesn't mean it fits your core loop. We significantly reduced crafting in future seasons and focused on systems that enhanced combat, not replaced it.
Give players choice in what they unlock to increase perceived value.

Mixed results. TheGamer called it "more an illusion of choice than genuine improvement." Reddit polling showed 75% preferred the old system.
It still worked commercially (supported a price increase, maintained completion rates), but we confirmed that perceived value doesn’t equal player satisfaction. We reverted to a linear progression with improvements in a later season.
I was honored to work with so many talented people on the hundreds of features and changes we shipped together over the years I was there. We were able to build something special for tens of millions of players who enjoyed the game for hours every day. The investment and time players made with Fortnite elicited strong, passionate opinions we could always count on to steer us in the right direction.
By late 2023, Fortnite had evolved from “Battle Royale game trying to compete with Call of Duty” to “gaming platform that no single FPS competitor could match.” Fortnite elevated itself from game to platform.
UX/UI transformed during the process from fledgling team to mature department, while shipping hundreds of features and improvements to millions of players around the world.