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CASE-010

Adapting UI and navigation from Roblox to Fortnite

UX/UI Lead·Technical UI Implementation·Fortnite / UEFN·2026
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Game Trailer
Role
UX/UI Lead · Technical UI
Studio
Do Big Studios × TeraCreators
Platform
Fortnite / UEFN
Scope
Navigation · UI system · Technical UI
Tools
Figma · UEFN
Year
2026
Status
Live
// Outcome
18,829
All-time peak concurrent players · Fortnite.GG · checked Oct 4, 2026
Sep 28
2026 release · peak recorded within the first week
//

Executive summary

Moving a HUD of on-screen buttons to three D-pad entry points.

Steal an Egg is the Fortnite adaptation of a game that first succeeded on Roblox, made as a collaboration between Do Big Studios and TeraCreators. I led UX/UI, built the UI system that engineering and I implemented from, and implemented the shops, the HUD hotbar, the leaderboard and the CTA and reward animations myself. The main UX problem was moving a HUD built around on-screen buttons to controller navigation, within the scope of our UEFN implementation.

//

Context & Scope

Steal an Egg is a Fortnite adaptation of a game that first found its audience on Roblox. Players steal eggs, hatch pets, earn income from them, buy speed upgrades and keep progressing.

The Fortnite version is a collaboration between Do Big Studios and TeraCreators, built in UEFN.

I led UX/UI and implemented part of the interface myself. Engineering implemented screens too, working from the UI system I built, so my files had to hold up as production material and not only as design reference.

  • UX/UI Lead
  • Technical UI
  • Fortnite / UEFN
  • Do Big Studios × TeraCreators
01HUD with its three entry points · Figma mockup
02The same HUD in game · gamepad prompts
//

From On-Screen Buttons to a Controller

The original interface leans on direct interaction. Shops, index, pets, eggs and a speed toggle each sit on the HUD as something the player presses.

In Fortnite the same systems had to be reachable from a gamepad, within the inputs and technical scope of our UEFN implementation. One input per system was not available, and reassigning controls that Fortnite players already expect would have traded one problem for another.

The work came down to four questions: which inputs we could use, how to group systems behind them, which expected controls to leave alone, and how the player moves between sub-screens once a group is open.

  • Available inputs
  • Grouping systems
  • Expected controls
  • Sub-screen navigation
01First input-mapping pass with working notes (in Spanish) · Figma exploration, not the final layout
//

Three D-Pad Entry Points

We used the D-pad as the main way into the menus. Each direction opens a group of screens instead of a single screen.

Left and right follow position: the left group sits on the left edge of the HUD and the right group on the right edge. Up follows motion: the inventory opens from the bottom of the screen upward, so the direction matches how the panel moves. The two rules are related, not identical.

Inside a group, every sub-screen has a tab. The player moves focus to the tabs and selects one like any other button. There are no dedicated shortcuts for switching tabs.

The intent was a small set of rules that stay the same across screens and are quick to learn. We have not run usability tests on this model, so that is still an intent and not a result.

D-pad mapping
InputOpensContainsAssociation
D-pad LeftLeft menu groupShops and Index, plus a small entry to Settings, where the speed setting livesPosition: the group sits on the left of the HUD
D-pad RightRight menu groupPets and EggsPosition: the group sits on the right of the HUD
D-pad UpInventoryThe player inventoryMotion: the panel opens from the bottom upward
The B button, by context
ContextWhat B does
GameplayChanges the camera zoom step
Screens such as shopsCloses the screen
Intent and trade-offs
DecisionIntentTrade-off
Groups, not screensThree inputs cover every menu, so there is less to memorizeA screen inside a group takes an extra step: open the group, then pick its tab
Tabs as buttonsOne selection rule everywhere and no extra inputs takenSwitching tabs is slower than a dedicated shortcut would be
Expected controls stayFortnite players keep the inputs they already knowFewer free inputs left for the game's own systems
Left group · D-pad Left
01Shop tab, B closes the screen · Figma mockup
02Index tab selected · Figma mockup
Left group in game
03Shop and Index in game · gamepad
Right group · D-pad Right
04Eggs tab · Figma mockup
05Pets tab · Figma mockup
Inventory · D-pad Up
06Inventory open above the hotbar · Figma mockup
//

Camera Zoom and the Speed Setting

Two smaller adaptations follow the same reasoning.

Camera. Within the technical scope of our implementation we did not have the mouse-scroll zoom the Roblox version uses. We approximated it with five discrete zoom steps, on B for gamepad and Q on PC. My part was the adaptation proposal. I did not program the camera system.

Speed. After buying many speed upgrades, a player can move too fast to walk comfortably between the physical shops in the world. The original solves this with a toggle on the HUD. In our adaptation the adjustment lives in Settings, reached from the left group.

That move has a cost. It takes a persistent control off the HUD, and it also puts the option more steps away and makes it less visible.

In internal playtests we saw players turn the setting on inside the safe zone, where the shops are, and off again when they left it. Each change meant navigating Settings again. We added a third state next to Off and On: Safe zone only, which applies the slower speed inside the zone and restores full speed outside it. This was an observation from internal tests; we did not measure its effect.

Original and adaptation
FeatureRoblox originalFortnite adaptation
Camera zoomMouse scrollFive discrete steps · B on gamepad, Q on PC
Speed adjustmentToggle on the HUDSetting inside Settings, reached from the left group
01Crossing the map at high speed
02Slow Mode in Settings: Off, On, Safe zone only
//

A UI System Built for Production

I built the full UI design system for the project. Its purpose was practical: engineering needed to implement screens from it, and I needed the same base for the screens I implemented myself.

Every shop uses the same window: a header with the title and close button, a content area on a dark panel, and the same card and price-button pattern. Color separates one shop from another. The structure does not change.

I also adapted the iconography and visual elements of the original to this system.

  • Shared window
  • Card + price button
  • Notification badges
  • Input prompts
  • Tab states
01HUD footer: counters, hotbar and timer · Figma component
02Left group with input prompt and badges · Figma component
03Right group with counters · Figma component
One window, different shops
04Sell shop · Figma design
05Fuse Machine · Figma design
06Trail shop · Figma design
//

What I Implemented

I did not implement the whole interface. These are the parts I built in UEFN myself. Engineering implemented other screens on the same system.

My Technical UI work
PieceMy part
Shop screensImplemented
HUD hotbarImplemented
LeaderboardDesigned and implemented
CTA animationsImplemented
Reward animationsImplemented
01Shop · Figma design
02Speed shop · Figma design
03Trail shop in game
//

Outcome

Fortnite.GG lists Steal an Egg as released on September 28, 2026, with an all-time peak of 18,829 concurrent players reached in its first week. I checked that figure on October 4, 2026, when the live count was around 8,800. That number belongs to the game and to the whole team. It does not show that my UX decisions changed retention, conversion or engagement, and I have no usability test results or before-and-after comparisons that would. What I can point to is what shipped: the D-pad navigation model, the UI system that engineering and I worked from, and the shops, hotbar, leaderboard and CTA and reward animations I implemented.

//

What I learned

Adapting an interface between platforms was mostly a question of inputs, not of screens. The screens could stay close to the original. What had to be redesigned was how the player reaches them, and each answer depended on what our UEFN implementation could support. Implementing part of the UI myself meant I met those limits directly instead of hearing about them at handoff.

//

What I would check next

Three trade-offs are still open. Whether players find the speed setting now that it sits inside Settings. Whether selecting tabs as buttons is fast enough for players who move between shops often. Whether up for inventory reads as clearly as left and right do. None of these has been tested yet. A short round of observed play sessions would be enough to start answering them.

What this project shows

A cross-platform adaptation taken from input mapping to a UI system to hands-on implementation, with the trade-offs stated and the open questions left open.

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