
Nestled in a lush river meander, this jungle-themed Point of Interest replaces Coney Crossroads with an ancient Mesoamerican city obsessed with... teeth. Centuries ago, the tribe worshipped dental health with fervor, building temples, altars, and even a “Denture Stage.” Now, the ruins—bridged into Fortnite’s modern world—host chaotic, toothsome combat.
45 loot chests placed for exploration and strategic risk-reward play.
Ground loot favors natural player flow through transitional spaces.
Rich in stone, wood, and rare metal resources (via braces-themed braziers).
Root canal-style underground tunnels for sneaky rotations.
Central courtyard supports build battles, sniping, and ambushes.
Landmarks include: Temple of the Wisdom Tooth, Arc de Tooth, and Denture Stage.


This POI blends Fortnite’s signature quirkiness with rich environmental storytelling. Inspired by the fictional Flossophers—a tooth-obsessed cult that overcorrected oral hygiene into extinction—Iram of the Molars delivers a fresh, cheeky setting with tactical depth and visual comedy.

To bring something minty fresh to Fortnite’s ever-evolving map, I started with a simple design question: what if a civilization took dental hygiene way too seriously? That absurd premise—rooted in the cult of the Flossophers—became the foundation for the entire POI. Every statue, structure, and loot spot was built around this tongue-in-cheek mythology, using the backstory not just for laughs, but to inform layout, traversal routes, and visual identity. The result is a battlefield that’s both strategic and delightfully ridiculous.
Inspired by Uncharted 4: A Thief’s End, this single-player level plunges players into a collapsed copper mine at the edge of the Cornwall forest. What begins as a simple salvage mission quickly spirals into a desperate escape from armed mercenaries. The level focuses on environmental storytelling, high-stakes traversal, and cinematic pacing—hallmarks of the Uncharted franchise.

Narrative-Driven Layout: Guide players through a story-rich space that feels both ancient and lived-in.
Cinematic Set Pieces: Integrate scripted moments (collapsing scaffolding, close escapes) to elevate tension.
Dynamic Cover-Based Combat: Encourage movement and improvisation with verticality and destructible cover.
Multiple Traversal Routes: Create layered spaces with scaffolds, rope points, and crawlspaces that support different playstyles.


1. Multi-Level Verticality
The mine consists of three key floors, each designed to create a sense of vertical drama. Players descend deeper into the mine while always maintaining sightlines upward—foreshadowing their eventual climb back to the surface.
2. Environmental Hazards
Collapsed walkways, fragile scaffolding, and a crumbling elevator shaft create moments of reactive platforming and danger. These elements not only build tension but reinforce the feeling that this place is on the brink of destruction.
3. Adaptive Combat Spaces
Encounters are designed to reward improvisation. Shifting debris, elevation changes, and flanking paths force players to stay mobile and think quickly, mirroring Nate Drake’s scrappy, survivalist combat style.
4. Narrative Beats
Discovery: The player uncovers Shoreline’s hidden operation—scattered supplies, radios, and a partially excavated mural suggest a deeper motive.
Escape: After triggering a cave-in, enemies swarm the mine and the player must climb, fight, and vault their way back to daylight.
Set Piece Finale: The final elevator sequence is a timed escape up a collapsing shaft—players must use grapple points and moving platforms to survive.
and Rationale
Story-First Structure: The level was planned using a “storyboard” method—mapping each major beat like scenes in a film, then building gameplay sequences to support them.
Industry-Standard Tools: The blockout was created using UE5 with the IWALS Gameplay Pack and a third-person combat prototype inspired by Naughty Dog’s gameplay metrics.
Playtesting Focus: Early iterations revealed that players often bypassed vertical routes. I adjusted lighting, prop placement, and enemy line of sight to nudge exploration without forcing it.

Pacing the Descent and Escape: To keep the loop satisfying, I designed traversal paths that were used both going down and coming up—familiar enough to orient the player, but recontextualized by the change in urgency.
Balancing Combat and Platforming: I staggered encounters between quiet traversal sections and loud, chaotic fights, allowing for breathing room and narrative build-up.
This Uncharted-inspired copper mine level captures the franchise’s blend of explosive set pieces and grounded exploration. With reactive environments, layered traversal, and moments of awe and peril, it’s designed to feel like a lost chapter pulled straight from Nate Drake’s journal.

Layered Exploration: Offer multiple paths and hidden areas to encourage replayability and player choice.
Dynamic Encounters: Design spaces that support varied combat scenarios and stealth opportunities.
Environmental Storytelling: Embed narrative elements within the landscape to enrich the player's journey.
Riverine Pathway: The river acts as the valley's lifeline, drawing players deeper into the environment. While swimming is disabled to maintain design boundaries, the riverbanks provide clear routes, with natural obstacles and landmarks subtly directing movement.
Cave Networks: Interconnected caves offer shelter, resources, and alternate routes. Each cavern is uniquely designed to reflect its purpose—be it a predator's den, a hidden shrine, or a bandit hideout—enhancing the world’s authenticity and depth.

Dynamic Wildlife Interactions: The valley is alive with fauna that can aid or hinder the player. Predators may stalk from the shadows, while herds can be hunted for resources. These interactions are designed to be unpredictable, ensuring each playthrough feels fresh.

and Rationale
Environmental Cohesion: Ensured that every element, from flora to rock formations, serves both aesthetic and functional purposes, guiding players intuitively.
Player Agency: Designed multiple entry and exit points for key areas, allowing players to approach challenges in their preferred style—be it stealth, aggression, or avoidance.
Narrative Integration: Placed remnants of ancient tribes, battle sites, and natural anomalies throughout the valley to tell stories without explicit exposition.
Balancing Freedom and Direction: To prevent players from feeling lost, I incorporated landmarks and subtle pathways that naturally draw attention without breaking immersion.
Performance Optimization: Managed asset placement and terrain complexity to ensure smooth gameplay, especially in dense forested areas and complex cave systems.

The Valley of Echoes aims to provide a rich, immersive experience that captures the essence of Far Cry Primal. By blending naturalistic design with thoughtful gameplay mechanics, the level offers players a world that's both beautiful and treacherous, encouraging exploration and rewarding curiosity.
In the bustling market neat the ancient pyramid, vendors sell exotic goods under the hot Egyptian sun. Adventurers and locals haggle over prices for artifacts, spices and weapons, all under the watchful eyes of the towering stone gods. The vibrant chaos of the market serves as a stark contrast to the looming, mysterious pyramid that promises hidden treasures and untold dangers within.