Course

Creating Interactive Experiences with UEFN

Time limit: 4 days
Instructor: Gary Tibbett

Spots remaining: 16

£150 Enroll

Full course description

Creating Interactive Experiences with UEFN 

Format: Face-to-face | 4 hrs/day (2 hrs AM + 2 hrs PM)
Level: Beginner–Intermediate
Focus: Experience design for marketing, research, culture, and other areas.

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
Outcome: Learners create a grayboxed island with a clear non-gaming objective and a basic interactive loop.

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
Outcome: Learners produce a themed, explorable space with wayfinding, UI prompts, and a supportive atmosphere.

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
Outcome: A playtested one complete interaction loop and basic engagement tracking.

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
Outcome: Learners present a portfolio-ready UEFN experience with captured media and a campaign one-pager aligned to research, culture, tourism, or brand communication goals.