In this tutorial, you will learn to make a visually engaging stage for showcasing music videos with the Video Player device. You'll start by building and decorating the main stage, then use sequencers and triggers to create a dynamicly changing show of lights and visual effects.
The sample island code for this tutorial is 6609-9553-9188. Head to the Fortnite lobby to take a look!
Note the different features of the island, then come back and explore this tutorial to see how you can recreate it on your own island.
Devices Used
These devices and props were used for this island tutorial:
1 x Switch Device
2 x Equalizer Landscape Effects
8 x Customizable Spotlights
4 x
VFX Spawner Devices 1 x Pulse Trigger
9 x Trigger Devices
Overview of Tutorial Steps
Following is an overview of the steps you'll need to recreate this island and their ideal sequence:
Create a new island using a starter island.
Customize the island settings.
Build the music stage.
Place devices on the music stage.
Place background devices outside behind the music stage.
Props, Prefabs, and Galleries
A variety of props and gallery items were used, mostly from the Structures Gallery Reflective Black, Disco Gallery, and Customizable Light Gallery, to create this arena with a music hall theme. Feel free to use your own inspiration or ideas instead to create a theme from the other prefabs and galleries available, still following the basic build design steps in this tutorial.
Check out our short video tutorials to learn more about the beginning steps to create your island.
Create Your Island
To build your island, find your personal rift in the main hub. Your personal rift will be the one with the golden glow.
Use the console next to your rift to create a new island. Press E to enter the Game Creation screen and click Create New.
Under the Starter Island tab, there are three grid islands that vary by memory allocation — Grid Island, Large Grid Island, and XL Grid Island. For this tutorial, choose the Grid Island, and click Confirm.
Name your island, then click Confirm again.
The portal will automatically load your new island, then teleport you to the island.
Customize the Island Settings
To modify gameplay settings, press the M key. From the Island Settings tab on the top navigation bar, you can access the Game and Settings tabs. Use the options below to changes settings on these tabs.
Game Settings
Modified Setting | Option | Explanation |
---|---|---|
Max Players | 6 | Up to six players can join the game. |
Default Class Identifier | 1 | The players will use the class created by the class designer(fortnite-creative-glossary@topnavigationbar) by default. |
Autostart | Immediate | There is no delay before the game begins. |
My Island — Settings
Modified Setting | Option | Explanation |
---|---|---|
Time Of Day | 11:00PM | This will lock time of day for island illumination and position of the sun and moon. |
Allow Building | None | Players cannot build structures or place traps. |
Environment Damage | Off | Players cannot damage the arena structures. |
Sliding | On | This enables the sliding mechanic. |
Building the Music Stage
The arena is roughly 11 tiles wide and 8 tiles deep, curved towards one end. The stage is slightly raised, and will house the majority of decorations and devices. An open floor is before this stage, with a switch to activate the devices. This is where players can use emotes, watch the video, or interact with the guards that are spawned.
Prefabs and Galleries Used
The Structures Gallery Reflective Black and Disco Gallery were primarily used to construct this island. These can be found on the Galleries tab
Click image to expand.
Press the Tab key to go into the Creative Inventory. Click the Galleries tab, and find the following galleries:
Structures Gallery Reflective Black
Disco Gallery
Any other gallery you want.
Set up the floors first for your music stage. This will outline a basic framework to expand from going forward, and help you line up other parts.
Next, begin building the stage, with the flooring as a rough outline. Curve it at the end to give the stage a more dynamic look. Add stairs and outcroppings to place elements on, following the rough framework shown above, or explore the sample island for other ideas.
It might be helpful at some points while building to set Build As Prop to Origin Center in the Quick Menu. This lets you rotate and adjust the size of any item in the same way you would a prop, although it will make it more difficult to place walls, floors and gallery pieces. Use grid snap to get around this problem, or learn by trial and error until it gets easier.
Finish building the main stage by following the basic line of the flooring, as shown below. Don't worry about clipping out the rear portion, as that will be hidden by the walls. Focus on the stage itself being seamless, even if it takes multiple overlapping pieces to cover all the holes.
Next, start setting up the walls. Use grid snap if possible for perfect alignment, and stretch wall pieces wider and taller to set them to the final dimensions as best you can. Pieces can jut behind the walls as players will not see this.
Finish laying the foundation for your stage by placing the walls around the entirety of the music stage and along the sides, leaving just the back part open. As shown, some extension past other areas is fine if the heights and alignment are proper and even.
The Disco Gallery has many useful props you can use on your island, such as sound systems. For example, placing amps on your stage give an apparent audio source for the music video.
By pulling other pieces from the galleries, such as a girder, additional sound systems can be created piecemeal to fit the theme for the stage. Be creative in what you make, and use what is there already for inspiration.
Use moving spotlights in key places to add the first touches of light. Some pieces exist that cannot be customized but will still move around on their own. These spotlights will move back and forth, sending beams into the sky.
Below, you can see the completed music stage with the elements chosen so far. Explore the galleries and prefabs for other props that might make good additional decorations.
Place Devices for the Music Stage
Next, you will place all of the devices required for the main music stage.
6 x Player Spawner Devices
7 x Video Player Devices
1 x Switch Device
8 x Customizeable Spotlights
2 x Equalizer Landscape Effects
2 x Dance Mannequin Devices
4 x VFX Spawner Devices
3 x Guard Spawner Devices
Player Spawners
Press the M key and click Content to open the Creative inventory, then click the Devices category.
Locate the Player Spawner device, then click Place Now or place it from your Quick Bar.
Place a player spawner opposite the music stage, facing the center. Customize it with the following settings, then copy and paste five more spawn pads adjacent to the first.
Option | Value | Explanation |
---|---|---|
Visible During Games | No | The spawner is not visible during the game. |
When Player Spawned Transmit On | Channel 2 | When a player spawns onto the island, a signal transmits on Channel 2 to turn off everything until the switch is activated for the stage. |
When players spawn in, all active media elements are reset to off until a player reactivates by toggling the switch that you will place in front of the stage later.
Video Player
Locate the Video Player device in the Creative inventory. Place one player at default size on the corner wall of the stage.
Customize it with the following settings.
Option Value Explanation Interact Time
Do Not Interact
The players cannot start or stop the Video Player by interacting with it.
Custom Video ID
fTpbbVJbTHfGrFnH
The custom video link to the music video used in this tutorial. It can be copy and pasted into the settings.
Rewind When This Stream Is Loaded
Yes
Each time the video link is played, it is rewinded back to the start.
Turn On When Receiving From
Channel 1
When the switch is activated in the center of the music stage, all the video players will begin playing.
Turn Off When Receiving From
Channel 2
Either when first spawning in or flipping the switch a second time, it will turn off and rewind all of the video players.
Copy the Video Player device and place the copy on the lower portion of the stage. Using the Resize option in the Create mode hotkeys, customize it to its maximum dimensions to create the main screen in the center wall of the music hall.
Copy and paste two more large video players at the far left and far right walls for the raised stage. Adjust the following settings on each for a different shape.
Option Value Explanation Screen Shape
Portrait
This changes the screen of the Video Player to a narrow portrait orientation.
This is the core of the media experience, as these Video Player devices are what the music video will be shown on. Placing a variety of them around the music stage of different sizes will add to the engagement without affecting the volume.
Switch
Locate the Switch device in the Creative inventory, and place it on a prop that acts as the support base.
Customize the switch with the following settings.
Option Value Explanation Device Model
Toggle Switch
The visual look of the switch in game. This can be any style you prefer.
Interaction Cooldown
1 Second
The switch can only be activated a maximum of one time per second.
When Turned On Transmit On
Channel 1
This channel enables and activates all the devices beginning the music stage media experience.
When Turned Off Transmit On
Channel 2
The same channel transmitted by spawning in, this disables and turns off the island's media until the switch is activated again.
When initially flipped, the switch will turn on the media experience. When switched a second time, or when a new arrival spawns in, everything is turned off and reset to default, allowing it to be reactivated by a player.
Customizable Spotlight
From the Creative inventory, click the Gallery category and locate the Customizable Light Gallery. Double-click to open, then equip the spotlight you want to use.
On your island, place one against the left wall, pointed toward the sky.
Customize it with the following settings.
Option Value Explanation Color Brightness
10
The intensity of the light beam from the spotlight.
Color
Blue
The color of the light beam from the spotlight.
Color Change Time
Instant
The time required for the light to fade out or change color.
Turn On Team Filter
None
No team can interact with the spotlights to turn them on.
Turn Off Team Filter
None
No team can interact with the spotlights to turn them off.
Toggle When Received From
Channel 3
Upon receiving a signal from Channel 3, will toggle the light on and off.
Copy the spotlight and place a second one adjacent to the first. Modify only the following additional settings.
Option Value Explanation Initial State
Off
This light will default to off. Toggling will cause it to turn on, creating an alternating effect with the paired spotlight.
Color
Purple
The color of the light beam from the spotlight.
Place another spotlight beneath the central video player screen, facing away from the screen and toward the main floor.
Customize this spotlight with the following settings.
Option Value Explanation Initial State
Off
This light will default to off.
Color
Blue
The color of the light beam from the spotlight.
Color Change Time
Instant
The time required for the light to fade out or change color.
Toggle When Received From
Channel 3
When receiving a signal from Channel 3, will quickly turn the light on and off, creating a strobe effect.
When set up in this way, spotlights will alternate colors and turn them on and off, matching many of the other enriching effects through the timing of a sequencer that you will add later.
Equalizer Landscape Effect
From Creative inventory, click the Galleries tab, then locate the Equalizer Landscape Effect prop in the Visualizer Gallery and place it on your island. Use Resize to expand it to its maximum dimensions, then rotate to place it on the leftmost wall of the dance hall.
Customize it with the following settings.
Option Value Explanation Starting Enabled State
Disabled
This device starts disabled, and needs to receive a signal to become enabled.
Enable When Received From
Channel 1
When the switch is flipped, the Equalizer Landscape is enabled and begins animating.
Disable When Receiving From
Channel 2
Upon player spawn in or pressing the switch a second time, sets the equalizer back to disabled.
Copy the completed Equalizer device, then paste a copy on the rightmost wall.
You will have large screens of shimmering colors on either side of the stage, adding a splash of shifting colors to the visual appeal.
Dance Mannequin
Locate the Dance Mannequin device in the Creative inventory. Place it at the top of one of the side stairs, near the wall.
Customize as shown below.
Option Value Explanation Enabled During Phase
None
The dance mannequin starts out disabled.
Character Skin Default Preset
Cameo
The character used in the first preset.
Character Skin Preset 2
Cameo
The character used in the second preset.
Dance Emote Default Preset
Smeeze
The dance used in the first preset.
Dance Emote 2 Preset
Smeeze
The dance used in the second preset.
Hue Default Preset
1.2
The mannequin color used in the first preset.
Hue Preset 2
0.4
The mannequin color used in the second preset.
Base Color
Dark Steel
The color of the mannequin's projector base.
Activate Default Preset When Receiving From
Channel 4
Upon receiving a signal from Channel 4, swaps the state of the mannequin into the first preset.
Activate Preset 2 When Receiving From
Channel 3
Upon receiving a signal from Channel 3, swaps the state of the mannequin into the second preset. This will change the colors of the hologram.
Enable When Receiving From
Channel 1
Enables the mannequin hologram when the switch is hit, activating the dance hall.
Disable When Receiving From
Channel 2
When a player spawns in or the switch is hit a second time, disables the dance mannequin.
Copy and place a second Dance Mannequin device at the top of the opposite set of stairs.
Customize only the following additional settings.
Option Value Explanation Character Skin Default Preset
Bubblegum
The character used in the first preset.
Character Skin Preset 2
Bubblegum
The character used in the second preset.
Dance Emote Default Preset
Candy
The dance used in the first preset.
Dance Emote 2 Preset
Candy
The dance used in the second preset.
This sets a pair of large dancing holograms that change color to the beat of a sequencer your will add later.
VFX Spawner
Locate the VFX Spawner device in the Creative inventory, and place it behind one of the dance mannequins.
Customize the options as shown below to create a fog effect.
Option Value Explanation Effect
Fog
Creates a fog-like effect upon the stage around the dance mannequins.
Enabled During Phase
None
Must be enabled through a signal before being activated.
Custom Color
Red
The color of the fog on the stage.
Disable When Receiving From
Channel 2
When the switch is flipped a second time or a player spawns, all active VFX spawners are disabled.
Enable When Receiving From
Channel 1
When the switch is initially flipped, enables the VFX spawners.
Copy this VFX Spawner device with fog and place an identical copy behind the second dance mannequin.
Place another VFX Spawner device to one side of the central stage as shown, but this time you'll customize to make lightning. Use these settings.
Option Value Explanation Effect
Lightning
Creates bolts of lightning that strike from the sky.
Spawn Rate
Fast
The speed at which bolts strike from the sky.
Enabled During Phase
None
This must be enabled through a signal before being activated.
Custom Color
Cerulean
The color of the lightning hitting the stage.
Disable When Receiving From
Channel 3
The lightning effects are disabled when it receives a signal from Channel 3.
Enable When Receiving From
Channel 5
The lightning effects are enabled when it receives a signal from Channel 5. This will create alternating bursts of lighting due to the sequencer later on.
Copy and place a second VFX Spawner device for the lightning effects on the other side of the stage. Modify the following settings.
Option Value Explanation Disable When Receiving From
Channel 5
The lightning effects are disabled when it receives a signal from Channel 5.
Enable When Receiving From
Channel 3
The lightning effects are enabled when it receives a signal from Channel 3. This is the opposite of the other lightning VFX Spawner, causing them to alternate lightning impacts.
This addition, combined with a Sequencer device later on, will cause bolts of lightning to zap down on alternate sides of the stage during the music video while the first set of VFX Spawners creates a fog effect on the stage around the dancers.
Guard Spawner
Locate the Guard Spawner device in the Creative inventory.
Place this spawner opposite the button facing the player spawners.
Return to the Creative inventory, then click Items. Find a Boogie Bomb and add it to your inventory.
Go to your Play menu, then drag the Boogie Bomb off your bar and drop it own the Guard Spawner device to register the bomb as the guard's weapon.
Customize its options as shown below.
Option Value Explanation Guard Type
Ghost
The visual type of guard spawned.
Spawn Count
1
The number of guards spawned at once when activated.
Total Spawn Limit
1
The maximum number of guards spawned by the guard spawner.
Guard Team Option
Team Index
Team Index means you are assigning spawned guards to a specific team. The guards will belong the same team, so they don't fight amongst themselves.
Guard Team
Team 2
This is the team the guards are assigned to.
Spawn Radius
5M
Guards will spawn within 5 meters of the guard spawner.
Enabled At Game Start
Disabled
The device starts the game disabled until receiving a signal.
Enable Patrol
Off
The guard will remain in the spawned location instead of wandering around nearby.
Visibility Range
100M
The distance that a guard will recognize a hostile player to engage.
Drop Inventory On Elimination
No
The guard's inventory is not dropped when they are eliminated.
Accuracy
Very High
The guard's accuracy when attacking players with their registered weapon.
Enable When Receiving From
Channel 1
The guard spawner is enabled and will spawn a guard when the switch is initially flipped.
Disable When Receiving From
Channel 2
Upon a player spawn or the switch being flipped a second time, will disable the Guard Spawner.
Spawn When Receiving From
Channel 1
Forcefully spawns a guard when receiving the signal to enable the device.
Despawn When Receiving From
Channel 2
Any active guards are despawned when the switch is flipped a second time or another player spawns in.
Reset Total Spawn Count When Receiving From
Channel 1
If a guard has already been spawned, refreshes it to allow a new one for additional activations.
When Eliminated Transmit On
Channel 15
Sends a signal to a Trigger device to spawn two more Guards after a delay if you eliminate the first one.
Copy the initial Guard Spawner device and place an additional guard to the left of of the first one. Modify the additional settings below.
Option Value Explanation Enable When Receiving From
Channel 16
The guard spawner is enabled and will spawn a guard when a delayed trigger activates after the first guard is eliminated.
Disable When Receiving From
Channel 2
Upon a player spawn or the switch being flipped a second time, will disable the guard spawner.
Spawn When Receiving From
Channel 16
Forcefully spawns a guard when receiving the signal to enable the device.
Despawn When Receiving From
Channel 2
Any active guards are despawned when the switch is flipped a second time or another player spawns in.
Reset Total Spawn Count When Receiving From
Channel 1
If a guard has already been spawned, refreshes it to allow a new one for additional activations.
Copy the guard spawner you just customized, and place it on the other side of the originally placed guard spawner. This will cause two more guards to spawn when the first one is eliminated, and they'll all be throwing Boogie Bombs that force players to dance! If the players decide that can't take it anymore, the Class Designer will eventually supply them with grenades to fight back!
Music Stage Background Devices
Next, you will be setting up a number of devices to communicate with the main media devices. These background devices do not have direct user interactions, so you'll put them behind the stage, and out of sight of the players.
You will be setting up the following devices.
HUD Controller
Locate the HUD Controller device in the Creative inventory, and place it anywhere behind the stage.
Customize its options as shown below.
Option Value Explanation Show HUD
Yes
Shows the general HUD interface, allowing selected components to be disabled below.
Show Minimap
No
Disables the minimap HUD interface.
Show HUD Info Box
No
Disables the HUD info box element.
Show Storm Timer
No
Disables the HUD countdown for the storm timer.
Show Player Count
No
Disables the player count HUD element.
Show Elimination Counter
No
Disables the elimination counter HUD element.
Show Round Timer
No
Disables the round timer HUD countdown element.
Show Round Details
No
Disables the round detail HUD element.
Show Build Menu
No
Disables the ability to view the build menu.
Show Player Inventory
No
Disables the ability to view the player inventory.
Show Team Info
No
Disables the team info HUD element.
Show Health
No
Disables the health bar HUD element.
Show Shields
No
Disables the shield bar HUD element.
Show Crafting Resources
No
Disables the ability to view crafting resources.
Show Wood Resource
No
Disables the wood resource HUD element.
Show Stone Resource
No
Disables the stone resource HUD element.
Show Metal Resource
No
Disables the metal resource HUD element.
Show Gold Resource
No
Disables the gold resource HUD element.
Display Reticle
Never Show Reticles
Does not show any variation of the reticle on the HUD.
Show Pickup Stream
No
Disables the pickup stream HUD element.
Show Equipped Item Info
No
Disables HUD information on the equipped item.
Show Interaction Prompts
Yes
Allows interaction prompts to be seen on the HUD.
This will minimize HUD clutter beyond that absolutely required for interacting with the button.
Class Designer
Locate the Class Designer device in the Creative inventory, then place it beside your HUD Controller.
From the Creative inventory, click Items. Find a Grenade and add it to your inventory. Access the Play menu, drag it off your bar and drop it upon the Class Designer device to register it as the starting weapon.
Customize its options as shown below.
Option Value Explanation Class Name
Grenadier
The name given to the class.
Class Identifier
1
The identifier used for selecting the class.
Grant Items On Respawn
Yes
When eliminated, the registered items are granted again upon respawn.
Equip Granted Item
First Item
The first item registered to the class designer is automatically equipped on spawn.
With these settings, after a player spawns, they will have infinite grenades to throw toward the spawned guards as an optional minigame during the media experience.
Sequencer
Locate the Sequencer device in the Creative inventory and place it beside your other background devices behind the music stage.
Customize its options as shown below.
Option Value Explanation Looping
Infinite
The sequencer will keep repeating pulses until disabled.
Tempo (BPM)
100
The speed of the sequencer pulse moving through the sequencer volume.
Length
6
The number of tiles long that the sequencer volume is.
Zone Direction
Left
The direction of the sequencer volume. Set this to whichever direction is most convenient.
Zone Visible During Game
Yes
The sequencer volume can be seen during normal gameplay.
Start Sequence When Receiving From
Channel 1
When the switch is flipped, begins the sequencer pulse moving through the volume.
Stop Sequence When Receiving From
Channel 2
Disables the sequencer pulse upon receiving a signal from either the player spawner or the switch being flipped back off.
This repeating sequence pulse will activate the triggers once set up to toggle many of the special effects and media elements on the main stage to a regular rhythm.
Triggers
Locate the Trigger device in the Creative inventory, then place one beside your other background devices.
Customize its options as shown below.
Option Value Explanation Delay
10 Seconds
The time after trigger activation before it transmits.
Trigger Sound
Disabled
The sound effect from the trigger activating in gameplay is disabled.
Trigger VFX
Disabled
The visual effect from the trigger activating in gameplay is disabled.
Trigger When Receiving From
Channel 15
When the first of the guards is eliminated, it transmits a signal to this trigger to spawn two new guards after the delay.
When Triggered Transmit On
Channel 16
After a 10 second delay, transmits to the other two Guard Spawners devices to enable and spawn additional guards.
Place a new Trigger device at the very start of the sequencer volume. You can tilt it up if you prefer to see them that way, but the functionality will work fine if they lay flat on the ground.
Customize this new trigger to the following settings.
Option Value Explanation Trigger Sound
Disabled
The sound effect from the trigger activating in gameplay is disabled.
Trigger VFX
Disabled
The visual effect from the trigger activating in gameplay is disabled.
When Triggered Transmit On
Channel 3
The channel that the trigger will transmit on when activated by the sequencer device.
Using the above image, set up a number of Trigger devices. Each one will need the When Triggered Transmit On to match the device shown in the image, from 3 to 5. Feel free to adjust, expand, or tinker this setup to meet your own personal style of effects for the main stage.
Channel 3: Used to toggle on and off for some SFX Spawner devices and the customizeable spotlights.
Channel 4: Used to toggle the color of the Dance Mannequin devices.
Channel 5: Used to toggle on and off for certain SFX Spawner devices.
With that, you've finished constructing a media experience that showcases the Video Player device, wtih toggled lights, color elements, and an interactive minigame with the Guard Spawner devices!