Fortnite (Live Game)
ROLE: Balance Designer II
DESCRIPTION: I worked at Epic Games for about 7 years in multiple QA and Design roles on our Battle Royale game Fortnite. In my most recent and prominent role at Epic, I was a Balance Designer allocated to the Battle Royale team. While with the balance team, I owned season wide loot economies for build and no build BR mode, weapon design, live balance patches, and supported gameplay features, map features, progression/battle pass rewards, and vehicles. I focused heavily on making player centric data informed decisions through aggregated player data and playtest feedback.
CORE Work TASKS:
- Analyze player feedback and demonstrate player empathy to make player motivated decisions
- Ensure weapons, items, loot tables, and gameplay is always balanced for all player skill levels and all play styles
- Theorycraft and create new player augments, weapons, items, and play modes
- Documenting processes and design changes to futureproof our work
- Playtest live daily to ensure we always have a pulse on what’s happening in Fortnite
- Screen and interview potential candidates of multiple disciplines for new employment opportunities within Epic
- Support additional Design features as needed
Owned design features:
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Additional Features Supported - Design:
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Past Features Developed as a QA analyst:
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Live Events developed:
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Additional Features Supported - QA:
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Fortnite / Epic in the Media:
Top Five Most-Played Games on PlayStation and Xbox in 2025 in the US Were the Same as in 2024
Fortnite just had it’s ‘biggest day’ ever thanks to Fortnite OG with over 44.7 Million players
It’s happening, actual games are being made in Fortnite
Silicon Valley is racing to build the next version of the Internet. Fortnite might get there first.
‘Fortnite’ was the most important video game of this decade, and it will be for the next one too
Is ‘Fortnite’ The Most Popular Game Ever? It’s Beating TV and Movies
‘Fortnite’ Maker Epic Games Is Now Worth More Than Twice As Much As Major League Soccer
Awards:
Time100 Most Influential Companies - Epic Games (Time Magazine 2024)
Game of the Year - Fortnite (Samsung Galaxy Store Awards 2020)
Grand Prix Award in “Digital Craft” (Cannes Lion 2020/2021)
Grand Clio for Experience/Activation (Clio Awards 2020/2021)
Nominated: Best Live Special - Travis Scott and Fortnite Present: Astronomical (The Streamys 2020 )
Special Award - Epic Games (BAFTA 2019)
Studio of the Year - Epic Games (Golden Joystick 2019)
eSports Game of the Year - Fortnite (Golden Joystick 2019)
Best Ongoing Game - Fortnite (The Game Awards nominated 2020 - present; won 2018, 2019)
Ultimate Game of the Year - Fortnite (Golden Joystick 2018)
Best Multiplayer Game - Fortnite (The Game Awards 2018)
Most Influential / Best Game of The Decade - Fortnite (Wired || Washington Post || Forbes || Business Insider || Time)
BAFTA || Gamers’ Choice Awards || D.I.C.E. || Game Critics Awards
What working on Fortnite taught me:
While working on Fortnite I learned how to build gameplay for a large player ecosystem with unique challenges in a fast-paced environment. As a large scale live service game with rapidly changing goals, I needed to constantly know what my players were thinking, feeling, and wanting. Overall, Epic has a very high tolerance for risk in their development process. This risk tolerance allowed me to complete every stage of the design pipeline, from pen-and-paper prototyping all the way through post ship live support. Fortnite is on the forefront of changing how players and non-players alike consume entertainment, media, and the internet as a whole. Given this, working on Fortnite taught me how to execute design for that rapidly changing entertainment space while still delivering my promises to my players.