---
id: wiki-2026-0508-fortnite
title: Fortnite
category: 10_Wiki/Topics
status: verified
canonical_id: self
aliases: [포트나이트, Epic Games BR, Fortnite Battle Royale]
duplicate_of: none
source_trust_level: A
confidence_score: 0.9
verification_status: applied
tags: [game, monetization, battle-pass, live-ops, case-study]
raw_sources: []
last_reinforced: 2026-05-10
github_commit: pending
tech_stack:
  language: C++ / Verse
  framework: Unreal Engine 5
---

# Fortnite

## 매 한 줄
> **"매 game 의 platform 으로 transcend"**. 매 2017 launch 의 BR 의 도입, 매 cosmetics-only F2P 의 정착, 매 2024 UEFN/Verse 의 UGC platform 의 진화. 매 2026 의 Epic 의 metaverse-ish ambition 의 anchor.

## 매 핵심

### 매 monetization model
- **F2P + cosmetics-only**: 매 gameplay 의 power 의 NEVER sell — 매 P2W 의 explicit refusal.
- **V-Bucks**: 매 premium currency, 매 1 V-Buck ≈ $0.01.
- **Battle Pass**: 매 $9.50 (950 V-Bucks) / season, 매 100 tier 의 cosmetic reward.
- **Item Shop**: 매 daily-rotation 의 skin / emote / pickaxe.
- **Crew subscription**: 매 monthly $11.99 — 매 1000 V-Bucks + Crew Pack + current BP.

### 매 live-ops loop
- **Season**: 매 ~10주 cadence — 매 storyline + map change + new BP.
- **Chapter**: 매 ~2년, 매 fresh map.
- **Live event**: 매 in-game concert (Travis Scott, Marshmello), 매 movie tie-in (Marvel, Star Wars).
- **Collab**: 매 LeBron, 매 Goku, 매 John Wick — 매 brand crossover 의 weapon.

### 매 응용
1. F2P + cosmetics 의 industry standard 화 (Apex, Valorant).
2. Battle Pass 의 universal monetization primitive 화.
3. UEFN (Unreal Editor for Fortnite) 의 UGC platform pivot.
4. Verse language 의 Epic functional scripting 의 rollout.

## 💻 패턴

### Battle Pass progression (XP curve)
```python
def xp_for_tier(tier: int) -> int:
    """매 Fortnite-style flat-then-rise curve"""
    if tier <= 100:
        return 80_000  # 매 flat per tier
    return 80_000 + (tier - 100) * 5_000  # post-100 escalation

def total_xp_for_full_pass():
    return sum(xp_for_tier(t) for t in range(1, 101))  # 매 8M XP
```

### V-Bucks ledger (idempotent)
```python
from dataclasses import dataclass
from uuid import UUID

@dataclass
class VBucksTxn:
    txn_id: UUID  # 매 idempotency key
    user_id: str
    delta: int
    reason: str  # "purchase" | "battle_pass_reward" | "shop"

class Ledger:
    def __init__(self, db):
        self.db = db
    def apply(self, txn: VBucksTxn) -> int:
        with self.db.tx() as t:
            if t.exists("vb_txn", txn.txn_id):
                return t.balance(txn.user_id)  # 매 retry-safe
            t.insert("vb_txn", txn)
            return t.adjust_balance(txn.user_id, txn.delta)
```

### Daily Item Shop rotation
```python
import random
from datetime import date

def daily_shop(seed_date: date, catalog: list[dict]) -> list[dict]:
    rng = random.Random(seed_date.toordinal())
    featured = rng.sample([c for c in catalog if c["rarity"] >= 3], 4)
    daily = rng.sample([c for c in catalog if c["rarity"] < 3], 6)
    return featured + daily
```

### Cosmetic-only invariant (compile-time check)
```typescript
type CosmeticOnly = {
  category: "skin" | "emote" | "pickaxe" | "glider" | "wrap";
  // 매 NO stat fields permitted
  damage?: never;
  health?: never;
  speed?: never;
};

function listInShop(item: CosmeticOnly) { /* OK */ }
// 매 compile error: { category: "skin", damage: 10 }
```

### Verse (UEFN) gameplay snippet
```verse
# UEFN Verse — 매 functional logic device
my_device := class(creative_device):
    OnBegin<override>()<suspends>:void=
        Print("매 round start")
        loop:
            Sleep(60.0)
            BroadcastEvent("매 60s tick")
```

### Concert event throughput (sharded)
```python
# 매 12M concurrent — 매 instance shard 의 사용
def shard_for_user(user_id: str, shard_size=60):
    h = hash(user_id) & 0xFFFFFFFF
    return f"concert-shard-{h // shard_size}"
```

## 매 결정 기준
| 상황 | Approach |
|---|---|
| 매 BR genre, 매 mass market | Cosmetic-only F2P, 매 Fortnite playbook |
| 매 hardcore PvP | Skill-based, 매 cosmetics + season pass |
| 매 single-player | Premium + DLC, 매 live-ops X |

**기본값**: 매 cosmetic-only + battle pass + seasonal cadence — 매 modern multiplayer 의 default.

## 🔗 Graph
- 부모: [[게임 수익화 모델]] · [[Live-ops]]
- 응용: [[F2P]]
- Adjacent: [[Roblox]]

## 🤖 LLM 활용
**언제**: 매 game design retrospective, 매 monetization curve modeling, 매 collab pitch brainstorm.
**언제 X**: 매 actual UEFN Verse code 의 generation — 매 LLM 의 Verse training data 의 sparse.

## ❌ 안티패턴
- **Power creep cosmetic**: 매 "cosmetic" 이 hitbox 의 변경 → P2W leak.
- **Battle Pass FOMO**: 매 reward 의 too grindy → casual churn.
- **Collab fatigue**: 매 매 week 의 IP 의 dump → brand identity 의 dilute.
- **Concert overcommit**: 매 sharding 의 underestimate → server crash (매 2020 Travis Scott near-miss).

## 🧪 검증 / 중복
- Verified (Epic Games newsroom; Sensor Tower 2024 mobile gross; UEFN docs 2025).
- 신뢰도 A.

## 🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — Fortnite case study + Verse/UEFN snippet |
