Monoworld is a persistent multiplayer RPG experience built in UEFN (Unreal Editor for Fortnite). Players explore a shared world, complete missions, gather resources, and upgrade their gear over time. The game is designed to keep players coming back, with connected systems like inventory, economy, housing, and progression creating a sense of long-term growth and ownership.
Joined the project during a period of stalled development and led it through to release, establishing a clear technical direction and delivering a scalable multiplayer RPG experience within Fortnite.
Some key elements of my role throughout my time was:
Re-defined the technical vision and development priorities, transitioning the project from stagnation into active production
Directed system architecture and implementation, ensuring all features were modular, scalable, and reusable across multiple game modes (RPG, FFA, roguelike)
Led development of core gameplay systems, including inventory persistence, missions, economy, housing, and progression loops
Designed data-driven progression systems connecting resource gathering, crafting, and combat into a cohesive gameplay loop
Established a sustainable development structure, balancing rapid iteration with long-term scalability
Collaborated across design and content to support live updates and ongoing feature expansion
Solved complex technical challenges including persistent state management, multiplayer edge cases, and system reliability (vehicle ownership, item tracking, despawning issues)
Leveraged player feedback and in-game metrics to guide iteration, prioritisation, and feature rollout