HELLMANN'S X FORTNITE

all you can eat
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_MY ROLE :: CONCEPT, UX DESIGNER, GAMEPLAY DESIGNER

All You Can Eat [Loot Irresistivel] is an engaging, chaotic multiplayer island created in Fortnite where every single element of the map is edible. Players compete in a wild battle grabbing Mayo and devouring everything in sight — even the ground beneath their opponents — to score points before time runs out. 

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// .001 _ A PLAYER IN THE MAP

The goal was to develop a quick fun Island to promote a product, Mayonnaise, within the Fortnite ecosystem. The whole concept was challenging as it was requested to block the use of weapons and to include Mayo as an edible element, or even block players from eating without it - something impossible to do within the engine.


The solution was to develop the whole level with consumable elements, which were only edible if the level of Mayonnaise, which players could collect in certain areas, was high enough. The main challenge was to consume as many food items as possible while blocking the other players. And in spite of guns, players were allowed to use nonviolent tools only, such as the boomerang or the harpoon.

The goal was to develop a quick fun Island to promote a product, Mayonnaise, within the Fortnite ecosystem. The whole concept was challenging as it was requested to block the use of weapons and to include Mayo as an edible element, or even block players from eating without it - something impossible to do within the engine.


The solution was to develop the whole level with consumable elements, which were only edible if the level of Mayonnaise, which players could collect in certain areas, was high enough. The main challenge was to consume as many food items as possible while blocking the other players. And in spite of guns, players were allowed to use nonviolent tools only, such as the boomerang or the harpoon.

The goal was to develop a quick fun Island to promote a product, Mayonnaise, within the Fortnite ecosystem. The whole concept was challenging as it was requested to block the use of weapons and to include Mayo as an edible element, or even block players from eating without it - something impossible to do within the engine.


The solution was to develop the whole level with consumable elements, which were only edible if the level of Mayonnaise, which players could collect in certain areas, was high enough. The main challenge was to consume as many food items as possible while blocking the other players. And in spite of guns, players were allowed to use nonviolent tools only, such as the boomerang or the harpoon.

The goal was to develop a quick fun Island to promote a product, Mayonnaise, within the Fortnite ecosystem. The whole concept was challenging as it was requested to block the use of weapons and to include Mayo as an edible element, or even block players from eating without it - something impossible to do within the engine.


The solution was to develop the whole level with consumable elements, which were only edible if the level of Mayonnaise, which players could collect in certain areas, was high enough. The main challenge was to consume as many food items as possible while blocking the other players. And in spite of guns, players were allowed to use nonviolent tools only, such as the boomerang or the harpoon.

The goal was to develop a quick fun Island to promote a product, Mayonnaise, within the Fortnite ecosystem. The whole concept was challenging as it was requested to block the use of weapons and to include Mayo as an edible element, or even block players from eating without it - something impossible to do within the engine.


The solution was to develop the whole level with consumable elements, which were only edible if the level of Mayonnaise, which players could collect in certain areas, was high enough. The main challenge was to consume as many food items as possible while blocking the other players. And in spite of guns, players were allowed to use nonviolent tools only, such as the boomerang.

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// .002 _ GAMEPLAY SHOTS

My role was the developmet of the gameplay, which was done experimenting a lot with Unreal Editor for Fortnite (UEFN) to have an immediate feeling on what was possible without hard coding. After that, I helped designing the level, which was mostly crafted using custom 3D models of food items. The level design was then improved after different rounds of gameplay with pro and new Fortnite players to ensure the goal of the game was understandable.
 

My role was the developmet of the gameplay, which was done experimenting a lot with Unreal Editor for Fortnite (UEFN) to have an immediate feeling on what was possible without hard coding. After that, I helped designing the level, which was mostly crafted using custom 3D models of food items. The level design was then improved after different rounds of fameplay with pro and new Fortnite players to ensure the goal of the game was understandable.

My role was the developmet of the gameplay, which was done experimenting a lot with Unreal Editor for Fortnite (UEFN) to have an immediate feeling on what was possible without hard coding. After that, I helped designing the level, which was mostly crafted using custom 3D models of food items. The level design was then improved after different rounds of fameplay with pro and new Fortnite players to ensure the goal of the game was understandable.

My role was the developmet of the gameplay, which was done experimenting a lot with Unreal Editor for Fortnite (UEFN) to have an immediate feeling on what was possible without hard coding. After that, I helped designing the level, which was mostly crafted using custom 3D models of food items. The level design was then improved after different rounds of fameplay with pro and new Fortnite players to ensure the goal of the game was understandable.

My role was the developmet of the gameplay, which was done experimenting a lot with Unreal Editor for Fortnite (UEFN) to have an immediate feeling on what was possible without hard coding. After that, I helped designing the level, which was mostly crafted using custom 3D models of food items. The level design was then improved after different rounds of fameplay with pro and new Fortnite players to ensure the goal of the game was understandable.

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// .003 _ FROM WIREFRAMES TO UI DESIGN

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/.0004 _ PLAYERS CONFRONTING EACH OTHERS

// .005 _ WIREFRAME AND FINAL UI OF THE LOBBY

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