Landon Voss

Landon Voss

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  • Local Apps FTW – Project Manager

    Local Apps FTW – Project Manager

    ProjectManager — What It Is & Why I Built It…


  • Day 46 — Multiplayer Visual Fixes, Global Action Cursor, and Seed UX Improvements

    Day 46 — Multiplayer Visual Fixes, Global Action Cursor, and Seed UX Improvements

    Context Today was about closing the loop on multiplayer issues…


  • Day 45 — Multiplayer Testing, Private Builds, and Visual Sync Issues

    Day 45 — Multiplayer Testing, Private Builds, and Visual Sync Issues

    Context Today was focused on validating the game in a…


  • Day 44 — Home Editing Completion, Multiplayer Prep, and Cleanup

    Day 44 — Home Editing Completion, Multiplayer Prep, and Cleanup

    Context Today marked the end of the Home Editing chapter.…


  • Day 43 — Home_Edit Response Menu & New Interaction Paths

    Day 43 — Home_Edit Response Menu & New Interaction Paths

    Context Today I started building out the Response Menu for…


  • Day 42 — Home Items on Surfaces & Rethinking Move Semantics

    Day 42 — Home Items on Surfaces & Rethinking Move Semantics

    Context Today I focused on enabling home items to be…


  • Day 41 — Persistence Cleanup, Home Item Scale‑Up, and Hitting System Limits

    Day 41 — Persistence Cleanup, Home Item Scale‑Up, and Hitting System Limits

    Context Today was another extended stay in bug jail, but…


  • Day 40 — Bug Jail, Placement Preview Regression, and Constraint Polish

    Day 40 — Bug Jail, Placement Preview Regression, and Constraint Polish

    Context Today was largely about polish and stability. As the…


  • Day 39 — Default Home Items, Interior Spawn Refactor, and Agent Workflow Friction

    Day 39 — Default Home Items, Interior Spawn Refactor, and Agent Workflow Friction

    Context With the Home_Edit placement system complete, today was about…


  • Day 38 — Home Item Placement Completion & Persistence

    Day 38 — Home Item Placement Completion & Persistence

    Context Today marked the completion of the Home_Edit item placement…


  • Day 37 — Placement Corrections, Wall Editing, and Refactoring for Stability

    Day 37 — Placement Corrections, Wall Editing, and Refactoring for Stability

    Context Today was about stabilizing the Home_Edit system as it…


  • Day 36 — Object Placement Completion & Rotation UX

    Day 36 — Object Placement Completion & Rotation UX

    Context Today completed the core placement loop for interior objects.…


  • Day 35 — Interior Surfaces & Floor Placement

    Day 35 — Interior Surfaces & Floor Placement

    Context Today I focused on making interiors meaningfully editable. Surface…


  • Day 34 — Home_Edit Foundations & Cursor‑Based Placement

    Day 34 — Home_Edit Foundations & Cursor‑Based Placement

    Context This was the first real attempt at building the…


  • Day 33 — Home_Edit Mode & Interior Architecture

    Day 33 — Home_Edit Mode & Interior Architecture

    Context Today focused on enabling Home_Edit mode, which allows players…


  • Day 32 — Starter Home Kit Completion & Interior Transitions

    Day 32 — Starter Home Kit Completion & Interior Transitions

    Context Today pushed the Home system across a major milestone:…


  • Day 31 — Home Customization Foundations & Multi‑Tile Challenges

    Day 31 — Home Customization Foundations & Multi‑Tile Challenges

    Context Today I began work on the Home Customization loop—one…


  • Day 30 — UI Polish, Inventory Fixes & Thought‑Bubble Experiments

    Day 30 — UI Polish, Inventory Fixes & Thought‑Bubble Experiments

    Context Today was another UI‑heavy day focused on polish, bug…


  • Day 29 — Backpack‑Style Inventory UI & Universal UI Background Material

    Day 29 — Backpack‑Style Inventory UI & Universal UI Background Material

    Context Today was fully focused on UI polish, specifically the…


  • Day 28 — Final Crop Imports, Crafting UI Polish & Inventory UI Direction

    Day 28 — Final Crop Imports, Crafting UI Polish & Inventory UI Direction

    Context Today was a major milestone for content integration: all…


  • Day 27 — Day/Night Cycle Integration & Project Optimization

    Day 27 — Day/Night Cycle Integration & Project Optimization

    Context Today I made real progress on the day/night cycle…


  • Day 26 — Skybox Animation Progress & Camera Visibility Challenges

    Day 26 — Skybox Animation Progress & Camera Visibility Challenges

    Context Today was another deep dive into the custom skybox…


  • Day 25 — Custom Skybox Experiments & Lighting Exploration

    Day 25 — Custom Skybox Experiments & Lighting Exploration

    Context Today was focused on replacing Fortnite’s default skybox with…


  • Day 24 — New Trees, Multi‑Tile Items, and World Environment Expansion

    Day 24 — New Trees, Multi‑Tile Items, and World Environment Expansion

    Context Today marked a shift from purely mechanical systems to…


  • Day 23 — Resource Drop Animations, Project Cleanup & Texture Budgeting

    Day 23 — Resource Drop Animations, Project Cleanup & Texture Budgeting

    Context Today centered on two major efforts: improving the clarity…


  • Day 22 — Watering Can VFX, Tool Feedback, and Plant Interaction Effects

    Day 22 — Watering Can VFX, Tool Feedback, and Plant Interaction Effects

    Context Today was all about adding visual feedback to core…


  • Day 21 — Animation Refinement & Additional Mesh Integration

    Day 21 — Animation Refinement & Additional Mesh Integration

    Context With the foundational animation pipeline in place, today focused…


  • Day 20 — Integrating Purchased Animations & Meshes

    Day 20 — Integrating Purchased Animations & Meshes

    Context Today was focused on importing newly purchased animations and…


  • Day 19 — Custom Character Animations via Seat Device

    Day 19 — Custom Character Animations via Seat Device

    Context Today I explored a workaround for adding custom animations…


  • Bringing Cozy Games to Fortnite – Day 18

    Bringing Cozy Games to Fortnite – Day 18

    Day 18 — Crafting Completion, Destructible Tools & Blueprint Items…


  • Bringing Cozy Games to Fortnite – Day 17

    Bringing Cozy Games to Fortnite – Day 17

    Day 17 — Crafting Mechanics & Input Refactors Context With…


  • Bringing Cozy Games to Fortnite – Day 16

    Bringing Cozy Games to Fortnite – Day 16

    Day 16 — Crafting System Foundations Context Today marked the…


  • Bringing Cozy Games to Fortnite – Day 15

    Bringing Cozy Games to Fortnite – Day 15

    Day 15 — Resource Gathering & Tile Coexistence Context Today’s…


  • Bringing Cozy Games to Fortnite – Day 14

    Bringing Cozy Games to Fortnite – Day 14

    Day 14 — Trees, Rocks & Asset Automation Context Today…


  • Bringing Cozy Games to Fortnite – Day 13

    Bringing Cozy Games to Fortnite – Day 13

    Day 13 — Generative Grid & Grass-Cutting Loop Context Today…


  • Bringing Cozy Games to Fortnite – Day 12

    Bringing Cozy Games to Fortnite – Day 12

    Day 12 — Persistence Hardening & Farming Completion Context With…


  • Bringing Cozy Games to Fortnite – Day 11

    Bringing Cozy Games to Fortnite – Day 11

    Day 11 — Farming Loop Foundations Context Today marked the…


  • Bringing Cozy Games to Fortnite – Day 10

    Bringing Cozy Games to Fortnite – Day 10

    Day 10 — Drop/Pickup Completion & Inventory Model Redesign Context…


  • Bringing Cozy Games to Fortnite – Day 9

    Bringing Cozy Games to Fortnite – Day 9

    Day 9 — Grid Math Refinement & Prefab Stability Context…


  • Bringing Cozy Games to Fortnite – Day 8

    Bringing Cozy Games to Fortnite – Day 8

    Day 8 — Major Refactor & Early Asset Tests Context…


  • Bringing Cozy Games to Fortnite – Day 7

    Bringing Cozy Games to Fortnite – Day 7

    Day 7 — Drop/Pickup Foundations & Architectural Limits Context Adding…


  • Bringing Cozy Games to Fortnite – Day 6

    Bringing Cozy Games to Fortnite – Day 6

    Day 6 — Shovel Functionality & Persistence Context Today was…


  • Bringing Cozy Games to Fortnite – Day 5

    Bringing Cozy Games to Fortnite – Day 5

    Day 5 — Player Inventory UI & Input Navigation Context…


  • Bringing Cozy Games to Fortnite – Day 4

    Bringing Cozy Games to Fortnite – Day 4

    Day 4 — Inventory Migration & First Tool Implementation Context…


  • Bringing Cozy Games to Fortnite – Day 3

    Bringing Cozy Games to Fortnite – Day 3

    Day 3 — Preview System & Early Scene Graph Work…


  • Bringing Cozy Games to Fortnite – Day 2

    Bringing Cozy Games to Fortnite – Day 2

    Day 2 — Establishing Time & UI Foundations Context With…


  • Bringing Cozy Games to Fortnite – Day 1

    Bringing Cozy Games to Fortnite – Day 1

    Day 1 — Setting the Visual Foundation Why a Cozy…


  • Bomber Blocks – Technical Design Review

    Bomber Blocks – Technical Design Review

    Introduction Bomber Blocks is a Bomberman‑style experience built in Fortnite…


  • Designing Modular UI in Verse: Solving Real UX Problems in UEFN

    Designing Modular UI in Verse: Solving Real UX Problems in UEFN

    Building UI in UEFN using Widget Blueprints can feel slow…


Landon Voss