Fortnite

Battle Royale
mobile

Fortnite

Battle Royale
mobile

Turning the most famous game from touch friendly to touch first

Turning the most famous game from touch friendly to touch first

Turning the most famous game from touch friendly to touch first

Role

UX Lead driving touch gameplay strategy. UI/UX team of 5

Team

setup

Newly formed internal touch-focused UX, UI and engineering group, collaborating with the external mobile production team.

Impact areas

HUD · controls · in-game tutorials · cross-team workflows · internal touch knowledge ownership

Timeline

1 year

Problem framing

A fragmented touch experience in a AAA ecosystem

Fortnite's mobile development had been fully outsourced for six years.

When Epic decided to bring touch to the center of Battle Royale, they built a new internal team from scratch — engineers, UI, UX — and I joined to lead it.

My role wasn't clearly defined yet, so I spent my first weeks doing the opposite of jumping into deliverables: I played. A lot.
I observed how the production actually worked day to day, where decisions got made, and where they got stuck. Then I ran a comprehensive UX audit of the mobile game, which surfaced the issues that would shape everything that came after:

The external team had limited involvement in the core Battle Royale teams

Touch complexity was underestimated early by the core team, making issues expensive to solve later on touch

The HUD evolved feature-by-feature instead of systemically, increasing visual clutter

Ecosystem notifications competed with gameplay focus

Controls required excessive manual input, affecting flow and immersion

The goal

Position touch as a gameplay priority through cross-team collaboration

It quickly became clear my efforts would split into two distinct areas: one rooted in gameplay UX itself, the other in process and production.

01

Run a UX audit across gameplay-critical areas to surface issues and shape the backlog for months to come

Run a UX audit across gameplay-critical areas to surface issues and shape the backlog for months to come

  • Reduce unnecessary manual interactions in core controls

  • Partner with UI teams to define a scalable HUD hierarchy across Battle Royale and ecosystem layers

  • FTUE: Reduce cognitive load by restructuring tutorial triggers and information timing

02

Bridge the collaboration and information gap between touch and non-touch teams

Bridge the collaboration and information gap between touch and non-touch teams

  • Oversee the seasonal work reaching the external mobile team, to support their execution and understand their needs

  • Give visibility to the audit's findings and their downstream impact beyond mobile, to find solutions together with other teams

  • Build relationships with internal teams to gain a deeper understanding of each mechanic and UI requirement from the source

  • Make touch-specific work and improvements visible across the studio, to grow shared knowledge of touch design

Key decisions

01

Define a scalable HUD hierarchy across Battle Royale and ecosystem layers

No one had ever really paid attention to the mobile HUD before. The external team did what they could to keep up with the demanding timelines and avoid overlaps, but some were simply unavoidable within the existing structure.

My arrival happened to coincide with the start of a UI UX HUD redesign across all of Fortnite's shooter modes — so staying aligned with that team was critical, even though the refreshed UI wouldn't reach mobile until much later for production reasons.

Timing aside, the external UI team and I designed our own vision for a touch HUD. One that was fully achievable even within the constraints of the old UI.

The UI team and I looked at competitors and action games with complex HUDs for inspiration, then ran a UX audit mapping out every current on-screen element in boxes. That gave us conceptual clarity on which areas could be grouped or simplified.

I pushed the UI team to go wild on areas that had quietly grown complex over time without much scrutiny — squad mates' vitals being the clearest example, an area that had been eating up a disproportionate amount of screen space.

That freedom also let us fix a long-standing inconsistency for touch: the map could finally sit exactly where players expected it coming from other platforms, instead of being mirrored to the opposite side.

Some of the decisions we made:

Some of the decisions we made:

  • Cleaner horizon line and aiming area

  • Cleaner horizon line and aiming area

  • Party vitals compact redesign for touch

  • Party vitals compact redesign for touch

  • Queue system grouping ecosystem XP progression in a single location

  • Queue system grouping ecosystem XP progression in a single location

  • Weapon information relocation to avoid occlusion

  • Weapon information relocation to avoid occlusion

  • Epic ecosystem actions and party info away from controls

  • Epic ecosystem actions and party info away from controls

  • Info tips and tutorials redesign to be less intrusive

  • Info tips and tutorials redesign to be less intrusive

  • Thicker but shorter player vitals to gain some more space

  • Thicker but shorter player vitals to gain some more space

Slideshow with final HUD, old HUD and the UX boxframe

Slideshow with final HUD, old HUD and the UX boxframe

02

Reduce unnecessary manual interactions in core controls

Playing a shooter on mobile means working with more limited controls and slower reaction capacity than on other platforms — and matches tend to be shorter too.

That combination meant we had to push hard to reduce controller-related frustration wherever we could. Identifying and improving those friction points became a joint effort: some came directly from my audit, others were ideas from engineers and designers across the team. It was a genuinely cross-discipline process, with heavy testing and feedback at every step.

Some of the autocomes: autorun triggers, automate pickups, throw to self healing items, pings...

Autorun button redesign work with UI designer

Autorun button redesign work with UI designer

03

Rethink interaction systems for true cross-platform consistency

Fortnite is a massive game that grew extremely fast. When that happens, there's rarely time to design systems that scale — only to ship systems that work.

Add touch controls that had been set aside for years, and it wasn't hard to find opportunities to rethink some of those systems from the ground up.

< Video of the old NPC wheel. > Video of the new UX

< Video of the old NPC wheel. > Video of the new UX

The NPC wheel

  • This system was designed to handle far more than NPC interactions — vending machines, upgrade benches, and similar systems all ran through it. On mobile, part of the added friction came from requiring a confirm button to lock in a selection: the opposite of what feels native on touch. That constraint became the opening to rethink the system more broadly, in ways that ended up improving it across every platform, not just mobile.

NPC wheel comparison of old and new designs for all platforms

NPC wheel comparison of old and new designs for all platforms

Tutorial tips

  • These were meant to inform players about seasonal changes affecting gameplay, or teach specific interactions. Beyond removing a few messages from features that no longer existed in the game, no one had ever done a holistic review of the system.

  • I took that on myself, going through more than 100 messages one by one: checking which were still relevant, rewriting some for clarity, and hiding a large number we agreed were no longer necessary. Several also had broken triggers, which we fixed to make them fire more efficiently. The impact was felt across every platform, but mobile benefited the most — sharpening focus on the FTUE by cutting down on unnecessary interruptions.

Impact

Established a mobile-first UX foundation for Fortnite BR experiences

I'm proud of what this work represents: the most progress touch had seen in-house to date, achieved alongside — not instead of — several season's worth of parallel work. With limited UI and engineering resources and a tight timeline, I kept the team focused on a single goal: closing the gap between touch and controller, even without the resources to fully bridge it.

That meant making calls on what to prioritize when everything felt urgent, pushing for structural changes — like the HUD hierarchy and the interaction wheel — instead of settling for quick patches, and building the cross-team trust needed to get touch taken seriously as a first-class platform.

It also meant jumping in wherever the team needed me most: I contributed directly to major rushed features like the Speak to Darth Vader button, and supported the Blitz team — Fortnite's first mobile-specific game mode — through a high-stakes launch and the bug-fixing sprints that followed. Both were high-pressure, high-impact moments that came on top of the core touch roadmap, not instead of it.

I hope these learnings carry forward into other experiences, and into smoother play for everyone on touch.

Other actions taken worth mentioning:

Created a touch component library and base layout for Fortnite designers to start from

Set structured collaboration between internal and external production and UI/UX teams

Established touch as a first-class platform requirement from feature kickoff across UI/UX teams

Acted as mobile gameplay UX partner from early feature definition with internal teams

  • Supported the external mobile team during later implementation phases with UX work and feedback

  • Connected teams through shared visibility of upcoming features and touch constraints

  • Promoted ownership of cross-platform UX decisions and shared best practices of touch design within Epic to grow internal expertise

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