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WILL STROHMEYER

GAMEPLAY & SYSTEMS DESIGN

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SPRITES

FORTNITE BR, RELOAD | CHAPTER 7 SEASON 3

DESIGN

  • First-of-its-kind creature collection merged into Battle Royale, with extraction as a capture vessel
     

  • During a match, players find and collect creatures called Sprites across the map; any Sprite they extract can be brought into future matches, but is lost if the player dies
     

  • Each collectible Sprite has its own perk and level when equipped, forming a bridge between collection, training, and player power
     

  • Release cadence and event calendar targets weekly engagement beats for players, keeping the system alive and fun throughout the season
     

  • Extracting the Sprite at max level grants mastery, providing one more layer of progression for players beyond rote collection count​

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CONTRIBUTIONS

  • Wrote early design spec, then prototyped first version of collection + extraction for team review using UE5 Blueprints and Slate widgets
     

  • Led up a strike team of designers, engineers, and UI artists to prove out the system's vertical slice quickly and iterate
     

  • Wrote a full systems documentation, detailing extraction flow, collection acquisitions, leveling, mastery, perk system, and auxilliary features like resource earning
     

  • Designed the season's batch of 25 Sprites, including pitching visual concept and deciding on perk power, and worked alongside art and design directors to validate the roster
     

  • Directed teams as vision holder of the feature through ship, also working with product to establish weekly beats for Sprite updates and new releases; over 20m players have extracted at least one Sprite since launching the feature in Summer 2026

    ​​

SPRITES

FORTNITE BR, RELOAD | CHAPTER 7 SEASON 3

fn_sprites.png

DESIGN

  • First-of-its-kind creature collection merged into Battle Royale, with extraction as a capture vessel
     

  • During a match, players find and collect creatures called Sprites across the map; any Sprite they extract can be brought into future matches, but is lost if the player dies
     

  • Each collectible Sprite has its own perk and level when equipped, forming a bridge between collection, training, and player power
     

  • Release cadence and event calendar targets weekly engagement beats for players, keeping the system alive and fun throughout the season
     

  • Extracting the Sprite at max level grants mastery, providing one more layer of progression for players beyond rote collection count​
     

CONTRIBUTIONS

  • Wrote early design spec, then prototyped first version of collection + extraction for team review using UE5 Blueprints and Slate widgets
     

  • Led up a strike team of designers, engineers, and UI artists to prove out the system's vertical slice quickly and iterate
     

  • Wrote a full systems documentation, detailing extraction flow, collection acquisitions, leveling, mastery, perk system, and auxilliary features like resource earning
     

  • Designed the season's batch of 25 Sprites, including pitching visual concept and deciding on perk power, and worked alongside art and design directors to validate the roster
     

  • Directed teams as vision holder of the feature through ship, also working with product to establish weekly beats for Sprite updates and new releases; over 40m players have extracted at least one Sprite since launching the feature in Summer 2026

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