SCALING MUSIC ACROSS THE ECOSYSTEM · UXUI
Main Stage is where players go to perform. This work is for everyone else — the hundreds of millions who never queue for a rhythm mode but live inside Fortnite every day. As the platform grew from Battle Royale into a multi-game ecosystem, I worked on weaving music natively into that daily loop — pre-game lobbies, mid-match emotes, the Item Shop — until a single Jam Track could live as gameplay, as expression, and as atmosphere.

01 / THE CHALLENGE
Fortnite is a mature platform with settled expectations: cosmetics are static, emotes are visual, audio is background. Jam Tracks broke all three assumptions at once — one asset that's simultaneously gameplay, expression, and atmosphere. That created three friction points to solve:
02 / WHAT I DESIGNED
Solving those frictions meant designing on every surface a song touches — mid-match, in the lobby, in the shop. I owned the interaction design, user flows, and wireframing across four pillars:
03 / TAKEAWAYS
Every system here left behind a principle I still design by:
04 / DESIGN IMPACT
Jam sessions, passive listening, stem previews — together they turned licensed tracks into one cross-functional asset class. Music stopped being background noise in Fortnite; it became part of the loop.