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WILL STROHMEYER

GAMEPLAY & SYSTEMS DESIGN

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TYPHOON BLADE

FORTNITE BR, UEFN | CHAPTER 6 SEASON 1

TyphoonBlade_FN_edited.jpg

DESIGN

  • Fan-favorite melee weapon introduced in the Japanese folklore-themed Chapter 6 Season 1
     

  • Players equip the Typhoon Blade to unleash a string of fast melee attacks, while also gaining an improved jump height, faster sprint, a versatile air dash, and a wide-arc charge slash
     

  • Can chain together every ability of the weapon to generate impactful combo gameplay in the middle of gunfights
     

  • Wind magic + samurai thematics made it a marquee seasonal item, and its game balance made it instantly beloved by players​​

CONTRIBUTIONS

  • Owned the design and implementation of the weapon entirely in UE5, leading the weapon from early ideation to ship in both design and creation
     

  • Weighed combo gameplay against other third-person games with combo systems to create an authentic feel for swordplay, while calibrating against existing gunplay for balance
     

  • Aligned art and audio teams around the fantasy and vision of the weapon, ensuring we delivered a genuine article of samurai gameplay that matched the theme of the season
     

TYPHOON BLADE

FORTNITE BR, UEFN | CHAPTER 6 SEASON 1

TyphoonBlade_FN_edited.jpg

DESIGN

  • Fan-favorite melee weapon introduced in the Japanese folklore-themed Chapter 6 Season 1
     

  • Players equip the Typhoon Blade to unleash a string of fast melee attacks, while also gaining an improved jump height, faster sprint, a versatile air dash, and a wide-arc charge slash
     

  • Can chain together every ability of the weapon to generate impactful combo gameplay in the middle of gunfights
     

  • Wind magic + samurai thematics made it a marquee seasonal item, and its game balance made it instantly beloved by players​​
     

CONTRIBUTIONS

  • Owned the design and implementation of the weapon entirely in UE5, leading the weapon from early ideation to ship in both design and creation
     

  • Weighed combo gameplay against other third-person games with combo systems to create an authentic feel for swordplay, while calibrating against existing gunplay for balance
     

  • Aligned art and audio teams around the fantasy and  vision of the weapon, ensuring we delivered a genuine article of samurai gameplay that matched the theme of the season

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