01 – Engagement System
Problem
Research
Solution
Impact
Reflection
02 – Competitive UI
Problem
Research
Solution
Impact
Reflection
03 – Marketing Videos

Pandvil Network

ROLE

Design Lead

Design Lead

TIMELINE

October 2024 - Present

October 2024 - Present

TOOLS

Figma · Adobe Creative Suite · Blender · Unreal Engine for Fortnite

Figma · Adobe Creative Suite · Blender · Unreal Engine for Fortnite

ABOUT PANDVIL

Pandvil Network is one of the biggest Fortnite Creative platforms out there, games played by over a million people every day. Basically a game studio operating inside a game platform.

I joined on contract doing thumbnails. Kept shipping, kept taking on more, and six months in they put me on full-time to lead design entirely: game UI, thumbnails, 3D models, marketing videos, web.

0.0M

Followers

0.0B

Minutes Played

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Favorites

01 ENGAGEMENT SYSTEM

01 ENGAGEMENT SYSTEM

Built a system that increased followers 10× across 20+ live experiences

1

1

PROBLEM

PROBLEM

2

2

RESEARCH

RESEARCH

3

3

SOLUTION

SOLUTION

4

4

SHIP

SHIP

5

5

IMPACT

IMPACT

PROBLEM

Our games were getting millions of plays, but likes, favorites, and follows weren’t keeping up. That gap actually matters. Fortnite’s discovery algorithm leans hard on engagement signals, so low likes and favorites meant less algorithmic reach, less social proof, and slower growth, even when a game itself was doing great.

The real question: how do we turn plays into people who actually stick around?

The real question: how do we turn plays into people who actually stick around?

RESEARCH

I started by figuring out who we’re actually designing for, and looking at what other platforms were already doing. Two things stood out.

Fortnite’s player base is mostly kids

They’re not going to go looking for a follow button, or think to favorite on their own. If you don’t ask, they won’t do it.

The YouTube principle

Same reason every YouTuber says “like and subscribe.” It works because people need the reminder.

Most creators already knew this, they just did it badly.

OTHER CREATORS

Popups take up ¼ of the screen

Loud, impossible to ignore

Actively hurts gameplay experience

Map code shows name, not actual code

Breaks TOS

OUR APPROACH

Subtle, non-disruptive prompts

Appears every 10-15s, easy to dismiss

Respects the gameplay experience

Shows actual map code for discovery

Doesn’t break TOS

SOLUTION

Two systems working together.

Two systems working together.

The Popup

Shows the map code and nudges players to like and favorite, every 10 seconds. It also doubles as a discovery tool when clips go viral, since it’s showing the exact code people need to find the map again.

Physical Alert

Reinforces the same message in-game, but built to match the game’s actual visual quality instead of feeling bolted on.

ITERATIONS

Competitive Style

Clean, minimal, and zero distraction.

Variety

Cartoony, kid-friendly approachable style

IMPACT

0X

Follower Growth

0K

0.0M

Followers

Rolled out across 20+ live Pandvil experiences, each with its own tailored version. I kept iterating on prompt cadence and visual treatment until I found the balance between being seen and not being annoying.

1.6M notified per release

Higher launch day players

Compounding growth

The real value of 1.6M followers:

Every new release gets pushed to 1.6M players → higher launch traffic → Discovery page → millions of new players.

Engagement

Better visibility

More players

Repeat

REFLECTION

This project changed how I think about design impact. I didn’t expect a small UI element to move the needle more than any thumbnail, trailer, or full visual redesign I’d done. Turns out the highest-leverage work isn’t always the most visible.

02 COMPETITIVE DESIGN SYSTEM

02 COMPETITIVE DESIGN SYSTEM

Standardized high-skill UI across Pandvil’s competitive ecosystem

Standardized high-skill UI across Pandvil’s competitive ecosystem

1

1

PROBLEM

PROBLEM

2

2

RESEARCH

RESEARCH

3

3

SOLUTION

SOLUTION

4

4

SHIP

SHIP

5

5

IMPACT

IMPACT

PROBLEM

Our competitive maps got millions of plays too, but the UI wasn’t built for how fast competitive play actually moves.

01 — Selection UI

Too many steps. A “Your Selection” panel, a confirmation flow, an ambiguous Skip vs Close, friction stacked on a moment that should take two seconds.

02 — Rank UI

The rank didn’t feel like it belonged. Didn’t line up with Fortnite’s native health and shield system, visually or spatially.

03 — Transition UI

The transition interrupted momentum for nothing. No kills, no damage, no results, just a logo between rounds.

04 — Timer UI

The timer felt flat. In a competitive map, a countdown should feel urgent. This one didn’t.

RESEARCH

I looked at how other creators handled competitive UI, and studied games outside the platform that actually nail that competitive feel.

Competitive pacing

In high-performing maps, transitions are nearly instant. Players jump back in before momentum breaks.

Reducing Cognitive Load

Selection required extra steps, transitions cared more about branding than stats, key elements had no real visual hierarchy.

COMMUNITY FEEDBACK

“Remove the red screen — it ruins momentum.”
— @Edgelaw

“It shouldn’t be on the screen when we’ve already loaded in.”
— @stixx

“It shouldn’t be on the screen when we’ve already
loaded in.”

— @stixx

“It messes me up getting walls before the other team.”
— @skye

“It messes me up getting walls before the other
team.”

— @skye

“Plz remove this screen between rounds.”
— @Juqnpi

KEY INSIGHTS

Competitive players value momentum and measurable performance.

UI should reinforce speed and clarity not interrupt the loop.

SOLUTION

Instead of redesigning screens one map at a time, I rebuilt the UI as one cohesive system built around clarity, hierarchy, and performance feedback.

Instead of redesigning screens one map at a time, I rebuilt the UI as one cohesive system built around clarity, hierarchy, and performance feedback.

01 Simplified Team Selection

Combined selection and confirmation into one step. Replaced “Skip” with “Close”, cutting friction in half.

02 Rank and Health Integration

Redesigned rank and health as one cohesive system. Aligned spacing, consistent contrast, same visual language across all competitive maps.

03 Performance-Based Round Transition

Replaced the branded splash with a performance scoreboard. Players see kills, damage, and results in the same window.

04 Elevated Countdown Hierarchy

Increased timer contrast and visual weight.

CONSTRAINTS

UEFN Limitations

UEFN doesn’t let you fully override native elements.

Performance

High intensity on lower-end consoles.

Screen Real Estate

Gameplay clarity always takes priority

IMPACT

The competitive UI system became the default template for all future competitive maps.

The competitive UI system became the default template for all future competitive maps.

Standardized framework

Faster map launches

Positive feedback

REFLECTION

This one taught me that systematic thinking pays off over time. Building one reusable framework instead of one-off screens means every future map starts from a stronger baseline.

Honestly, the hardest part wasn’t the visual design, it was working inside UEFN’s limits and finding workarounds when the platform didn’t give me the tools I wanted. That kind of problem-solving is the part I carry forward the most.

03 MARKETING VIDEOS

03 MARKETING VIDEOS

Concepted, modeled, animated, and edited from scratch

Concepted, modeled, animated, and edited from scratch

Desert Zonewars had a huge player base years ago, then lost steam. I made a 3D car drifting edit that leaned hard into the nostalgia, and it took off. Old players who’d forgotten the game existed came flooding back.

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Views

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Comments

Blender

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Premiere Pro

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timothy tran

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