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Local Apps FTW – Project Manager
ProjectManager — What It Is & Why I Built It…
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Day 46 — Multiplayer Visual Fixes, Global Action Cursor, and Seed UX Improvements
Context Today was about closing the loop on multiplayer issues…
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Day 45 — Multiplayer Testing, Private Builds, and Visual Sync Issues
Context Today was focused on validating the game in a…
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Day 44 — Home Editing Completion, Multiplayer Prep, and Cleanup
Context Today marked the end of the Home Editing chapter.…
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Day 43 — Home_Edit Response Menu & New Interaction Paths
Context Today I started building out the Response Menu for…
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Day 42 — Home Items on Surfaces & Rethinking Move Semantics
Context Today I focused on enabling home items to be…
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Day 41 — Persistence Cleanup, Home Item Scale‑Up, and Hitting System Limits
Context Today was another extended stay in bug jail, but…
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Day 40 — Bug Jail, Placement Preview Regression, and Constraint Polish
Context Today was largely about polish and stability. As the…
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Day 39 — Default Home Items, Interior Spawn Refactor, and Agent Workflow Friction
Context With the Home_Edit placement system complete, today was about…
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Day 38 — Home Item Placement Completion & Persistence
Context Today marked the completion of the Home_Edit item placement…
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Day 37 — Placement Corrections, Wall Editing, and Refactoring for Stability
Context Today was about stabilizing the Home_Edit system as it…
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Day 36 — Object Placement Completion & Rotation UX
Context Today completed the core placement loop for interior objects.…
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Day 35 — Interior Surfaces & Floor Placement
Context Today I focused on making interiors meaningfully editable. Surface…
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Day 34 — Home_Edit Foundations & Cursor‑Based Placement
Context This was the first real attempt at building the…
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Day 33 — Home_Edit Mode & Interior Architecture
Context Today focused on enabling Home_Edit mode, which allows players…
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Day 32 — Starter Home Kit Completion & Interior Transitions
Context Today pushed the Home system across a major milestone:…
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Day 31 — Home Customization Foundations & Multi‑Tile Challenges
Context Today I began work on the Home Customization loop—one…
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Day 30 — UI Polish, Inventory Fixes & Thought‑Bubble Experiments
Context Today was another UI‑heavy day focused on polish, bug…
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Day 29 — Backpack‑Style Inventory UI & Universal UI Background Material
Context Today was fully focused on UI polish, specifically the…
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Day 28 — Final Crop Imports, Crafting UI Polish & Inventory UI Direction
Context Today was a major milestone for content integration: all…
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Day 27 — Day/Night Cycle Integration & Project Optimization
Context Today I made real progress on the day/night cycle…
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Day 26 — Skybox Animation Progress & Camera Visibility Challenges
Context Today was another deep dive into the custom skybox…
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Day 25 — Custom Skybox Experiments & Lighting Exploration
Context Today was focused on replacing Fortnite’s default skybox with…
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Day 24 — New Trees, Multi‑Tile Items, and World Environment Expansion
Context Today marked a shift from purely mechanical systems to…
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Day 23 — Resource Drop Animations, Project Cleanup & Texture Budgeting
Context Today centered on two major efforts: improving the clarity…
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Day 22 — Watering Can VFX, Tool Feedback, and Plant Interaction Effects
Context Today was all about adding visual feedback to core…
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Day 21 — Animation Refinement & Additional Mesh Integration
Context With the foundational animation pipeline in place, today focused…
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Day 20 — Integrating Purchased Animations & Meshes
Context Today was focused on importing newly purchased animations and…
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Day 19 — Custom Character Animations via Seat Device
Context Today I explored a workaround for adding custom animations…
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Bringing Cozy Games to Fortnite – Day 18
Day 18 — Crafting Completion, Destructible Tools & Blueprint Items…
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Bringing Cozy Games to Fortnite – Day 17
Day 17 — Crafting Mechanics & Input Refactors Context With…
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Bringing Cozy Games to Fortnite – Day 16
Day 16 — Crafting System Foundations Context Today marked the…
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Bringing Cozy Games to Fortnite – Day 15
Day 15 — Resource Gathering & Tile Coexistence Context Today’s…
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Bringing Cozy Games to Fortnite – Day 14
Day 14 — Trees, Rocks & Asset Automation Context Today…
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Bringing Cozy Games to Fortnite – Day 13
Day 13 — Generative Grid & Grass-Cutting Loop Context Today…
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Bringing Cozy Games to Fortnite – Day 12
Day 12 — Persistence Hardening & Farming Completion Context With…
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Bringing Cozy Games to Fortnite – Day 11
Day 11 — Farming Loop Foundations Context Today marked the…
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Bringing Cozy Games to Fortnite – Day 10
Day 10 — Drop/Pickup Completion & Inventory Model Redesign Context…
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Bringing Cozy Games to Fortnite – Day 9
Day 9 — Grid Math Refinement & Prefab Stability Context…
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Bringing Cozy Games to Fortnite – Day 8
Day 8 — Major Refactor & Early Asset Tests Context…
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Bringing Cozy Games to Fortnite – Day 7
Day 7 — Drop/Pickup Foundations & Architectural Limits Context Adding…
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Bringing Cozy Games to Fortnite – Day 6
Day 6 — Shovel Functionality & Persistence Context Today was…
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Bringing Cozy Games to Fortnite – Day 5
Day 5 — Player Inventory UI & Input Navigation Context…
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Bringing Cozy Games to Fortnite – Day 4
Day 4 — Inventory Migration & First Tool Implementation Context…
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Bringing Cozy Games to Fortnite – Day 3
Day 3 — Preview System & Early Scene Graph Work…
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Bringing Cozy Games to Fortnite – Day 2
Day 2 — Establishing Time & UI Foundations Context With…
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Bringing Cozy Games to Fortnite – Day 1
Day 1 — Setting the Visual Foundation Why a Cozy…
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Bomber Blocks – Technical Design Review
Introduction Bomber Blocks is a Bomberman‑style experience built in Fortnite…
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Designing Modular UI in Verse: Solving Real UX Problems in UEFN
Building UI in UEFN using Widget Blueprints can feel slow…

















































