No Safe Passage started as a personal challenge: could I learn Fortnite’s UEFN tools from scratch. More than ever while working on State of Decay 3 at Wushu, I wanted to gain experence creating a solo project from start to finish in a genre I am unfamiliar with.

A replayable, character-driven roguelike extraction game built entirely within UEFN and Verse. Players take a boat into a hostile island, complete randomised missions, collect loot, and attempt to extract before being overwhelmed. 

Features include dynamic mission generation, modular inventory/loot systems, and global player manager that tracks players actions to manage and create dyanmic world events.
Systems Design: Built scalable mission, inventory, and progression systems using modular logic in Verse.
Narrative Integration: Wrote and implemented voice-led NPCs with branching dialogue tied to gameplay states.
Technical Prototyping: Rapid iteration and debugging within a constrained toolset to simulate live-service gameplay.
Tool Adaptation: Learned and applied emerging UGC pipelines (UEFN/Verse) in a production-style workflow.
Self-Scope & Project Planning: Managed a full solo pipeline from concept to implementation, treating the project like a miniature studio production.
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