Creating Interactive Experiences with UEFN
Time limit: 4 days
Instructor: Gary Tibbett
Spots remaining: 16
Full course description
Creating Interactive Experiences with UEFN
Course Introduction
This 16-hour course introduces learners to Unreal Editor for Fortnite as a tool for interactive experience design beyond gaming. Developed around real case studies, the curriculum is entirely hands-on, focusing on worldbuilding, device integration, introductory Verse scripting, and interactive storytelling to communicate research, cultural content, destinations, and brand messages through playable experiences.
On completion, learners will not only have produced a portfolio-ready UEFN project, but will also unlock access to three professional development tracks that each culminate in an interactive showcase:
- Brand Activation Prototype – an interactive story space for a product or campaign
- Research or Education Showcase – a playable environment that communicates ideas and engages learners
- Cultural or Tourism Experience – a themed hub or exhibition that promotes destinations, art, or heritage
Beyond the classroom, learners benefit from curated resources, feedback opportunities, and guidance on refining their work for professional portfolios and stakeholder presentations.
Day 1 – Orientation & Core Editor Skills 4 hrs
Morning (2 hrs): Introduction & UEFN Overview
Learners are introduced to the course scope, portfolio expectations, and the non-gaming applications of UEFN across marketing, research, culture, tourism, and AEC. They explore the UEFN interface, learning navigation and essential terminology.
- Course scope and portfolio goals
- Non-gaming use cases and industry contexts
- Editor orientation: viewport, content browser, outliner
- Island setup, navigation, and play-in-editor
Afternoon (2 hrs): Grayboxing & Interaction Basics
Learners block out a simple journey (arrival → interact → reward) and place core devices to test a first playable loop.
- Rapid environment blockout for user flow
- Core devices: spawn points, triggers, buttons
- Simple objective/reward loop
- Playtesting and quick iteration
Day 2 – Storytelling, Visual Identity & Atmosphere 4 hrs
Morning (2 hrs): Experience Design for Communication
Learners translate research or arts content into an interactive path with clear wayfinding and lightweight UI guidance.
- Narrative beats, POIs, signage, and pacing
- UMG basics: text, images, counters, prompts
- Guided path with unlockable content
- Clarity and accessibility considerations
Afternoon (2 hrs): Visual & Audio Theming
The focus shifts to establishing mood and readability with lighting, materials, and audio feedback.
- Environment dressing: Quixel/Marketplace overview
- Materials & lighting for atmosphere and clarity
- Ambient beds, SFX cues, and audio zones
- Apply a research or arts theme to the space
Day 3 – Industry Tracks & Prototype Development 4 hrs
Morning (2 hrs): Track Workshops
Learners select a track and implement core mechanics that align with their goals and target audience.
- Brand Activation: timed challenges, collectables, simple rewards
- Research/Education: info plaques, cooperative puzzles, reflection moments
- Culture/Tourism: POI markers, photo-ops, route stamps
Afternoon (2 hrs): Prototype Sprint & Playtesting
Learners build a loop with basic logic and capture engagement signals for iteration.
- Introductory Verse: counters, timers, simple messaging
- Device networks and state
- Structured peer playtests and feedback capture
- Iteration on clarity, pacing, and affordances
Day 4 – Polish, Measurement & Showcase 4 hrs
Morning (2 hrs): Refinement, Performance & Promotion
Learners prepare their project for portfolio or demo use, optimising it for accessibility and developing a simple go-to-market plan.
- Optimisation: instancing, LOD awareness, light complexity
- Accessibility: contrast, legibility, alternate paths
- Discovery: titles, descriptions, thumbnails, deep links
- KPIs: dwell time, completion rates, replays
Afternoon (2 hrs): Final Showcase & Reflection
The course culminates in a showcase with captured media and a concise campaign one-pager.
- Polish pass: post-process, audio layering, UI refinement
- Portfolio capture: screenshots, short trailer, key art
- Student playtests, presentations, and feedback
- Next steps: refinement and stakeholder demos