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
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
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.
| Feature | Roblox original | Fortnite adaptation |
|---|---|---|
| Camera zoom | Mouse scroll | Five discrete steps · B on gamepad, Q on PC |
| Speed adjustment | Toggle on the HUD | Setting inside Settings, reached from the left group |
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
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.
| Piece | My part |
|---|---|
| Shop screens | Implemented |
| HUD hotbar | Implemented |
| Leaderboard | Designed and implemented |
| CTA animations | Implemented |
| Reward animations | Implemented |
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.
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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