Fabtjar / Selected work
Selected work
Gameplay systems, custom mechanics and Fortnite experiences built with UEFN and Verse.
Backrooms Escape [Horror]
Developed all Verse gameplay systems for a horror escape experience featured in Epic’s Picks.
- Built custom boss AI with raycast-based player detection and a state system that selects actions based on what the boss can see and how much damage it has taken.
- Created a memory minigame where players recall and repeat a sequence of lights correctly across multiple levels.
- Implemented a lives system that moves players into a custom spectator mode when they run out of lives.
- Added in-game purchases for jumpscares and extra lives.
https://www.fortnite.com/@backrooms/5175-4032-3563
Brainrot Baseball
Developed all Verse systems for a collection and tycoon game where players use Fortnite’s built-in baseball bat to hit NPCs into goals.
- Built the tycoon economy, including passive income from collected units, selling and stealing units, and increased base rewards through rebirths.
- Implemented NPC movement logic that selects their walking destinations.
- Created a friends UI connected to base barriers, allowing players to grant friends access to their base while keeping other players out.
https://www.fortnite.com/@kanoba/6221-7983-9976
Burglar Tycoon
Created the full game using some prefab 3D assets, building the tycoon progression, purchases, building upgrades and supporting gameplay systems.
- Built a timed burglary minigame that places a random selection of loot around a house to meet a target total value, challenging players to find and collect it before time runs out.
- Created a bank heist minigame where players enter vaults and collect loot while police NPCs attack.
- Added customisation systems including a wall colour picker and custom vehicle skins.
- Implemented timed rewards and a weapon shop.
https://www.fortnite.com/@fabtjar/6044-0981-7627
Red Vs Blue
Developed custom weapons, reward systems and a synchronised vending machine for a Red Vs Blue combat experience.
- Created weapons with custom effects, including a Portal Gun with paired portals, a Freeze Rifle that makes players slide on ice, and a Flamethrower that deals fire damage.
- Used Control Rig as a workaround to mimic raycasting for a teleportation weapon.
- Built a custom vending machine with a random item selection that rotates on a real-world timer, keeping the available purchases consistent across game sessions worldwide.
- Created falling lucky blocks containing random rewards and a spinner that awards items to players.
Cash Tycoon
Cash Tycoon’s developers reused the Portal Gun and Zapatron systems I originally built for Red Vs Blue, bringing my custom weapons into another published experience.
https://www.fortnite.com/@goodgamers/1890-7083-7904
Billiards
Created a complete two-player billiards prototype with custom physics.
- Calculated movement in advance, then used animation keyframes to move and rotate the ball props through the simulation.
- Implemented full two-player matches and handling for players leaving mid-game.
Mini Golf
Created a mini golf prototype, building the full project and extending the custom physics from my earlier Billiards prototype.
- Adapted my earlier physics work for mini golf, with collision checks focused on nearby walls.
Money Temple Tycoon
Created the full game, combining tycoon progression with a clicker levelling system and timed collection challenges.
- Built a clicker that levels up after a set number of hits, increasing both its money rewards and the hits needed for the next level.
- Created timed challenges across different maps, where players search for hidden coins and collect them before time runs out.
- Implemented rebirths earned by purchasing everything in the tycoon, which players can then spend on special items.
- Added timed rewards, cosmetic hats and personal high scores.
Note: The game was previously called “Temple Challenge Tycoon.”
https://www.fortnite.com/@fabtjar/1118-1007-1203
The Backrooms [Horror]
Contributed specific Verse systems to a horror experience, including player lighting, a high-score board and challenge room flow.
- Created a toggleable player-following light to simulate a flashlight.
- Built a high-score board with formatted completion times.
- Implemented the player flow for designer-created solo challenges: moving players into the challenge and handling completion, death or leaving the game.