
FULL TIME 3x Unreal Engine Game Developer 5.4 – 3rd Person Combat Fighter/Shooter Developer
Upwork
Remoto
•2 days ago
•No application
About
⚔️ Build the Next Great ARENA Mode for Our RTS Game (AAA Unreal Project) We’re expanding our hit studio into gaming (currently 17 team members strong in our gaming studio and 140 in our main studio) and are now building a new ARENA-style mode — think 1v1, 2v2, and 3v3 battles featuring mages, archers, shooters, monsters, and more for a vertical slide and big launch this Christmas. Our goal is to create a AAA-quality vertical slice by December that showcases fast, dynamic, small-scale arena combat — all built in Unreal Engine 5 using high-end assets and effects. 🧩 What We’re Building A new combat mode running parallel to our main RTS, built from scratch but integrated with our current systems. Expect a polished “vertical slice” demo featuring: 1v1 and 2v2 arena combat Playable mages, archers, shooters, monsters, and melee heroes Small but detailed maps/environments adapted from our RTS world Cinematic visuals and fluid animation/combat systems Template / baseline style we’ll be using: 👉 https://www.fab.com/listings/0650782c-d86f-40a5-a35d-0432f4dc4b5a 🧠 Who We’re Hiring We’re forming a second development pod to work alongside our main RTS team. We’re looking for: 👾 3 Unreal Developers Experience in combat systems, multiplayer, and character controllers Strong with replication, movement, and integrating new gameplay systems Capable of building a working 1v1/2v2 prototype rapidly with clean, scalable code 🌍 1 Environment / Map Artist Adapt our existing RTS environments into tight, immersive arena maps Handle lighting, post-processing, and optimization for smaller-scale play 🧙♂️ 1–2 Unit / Character Developers Take ~50 FAB marketplace units we’ve purchased and make them fully playable Implement animations, abilities, VFX, and simple combat logic 🕐 Timeline & Collaboration Goal: Playable vertical slice by December Team: Work directly with our 17-person RTS dev and art team Tools: Unreal Engine 5, Perforce/GitHub, Slack Schedule: Must attend a daily team call between 10:00–11:00 AM EST Time Zone: Ideally able to work and communicate in EST or close time zones 💰 Compensation Developer rates range from $20–$45/hour Assistant/Junior Developers: $20–$25/hour Senior Developers: $35–$45/hour Paid weekly (hourly or milestone-based) Long-term opportunities to continue post-Kickstarter on the full RTS + Arena integration If you love RTS games, arena combat, and Unreal Engine, and want to join an ambitious team building something epic — apply now. We’ll review top applicants within 24 hours and immediate hire to start THIS WEEKEND if you can (Yes we work weekends lol) and next week! P.s. PLEASE READ OUR 5 WEEK PLAN Project Goal: Playable vertical slice (1v1 + 2v2 arena battle) built in Unreal Engine 5 using FAB assets and RTS integrations. 🗓 WEEK 1 — Setup, Core Systems, and Pipeline Integration Focus: Foundation and coordination with existing RTS infrastructure. Tasks: ✅ Full team onboarding: access to Perforce, FAB assets, documentation, Slack. ✅ Integrate the ARENA project within the existing RTS architecture (shared code modules, assets). ✅ Developer 1–2: Create base player controller + camera + input system. ✅ Developer 3: Start basic multiplayer session + lobby setup (1v1, 2v2 test). ✅ Environment artist: Import existing RTS environment and begin blockout for small arena map (1 primary map). ✅ Unit developer(s): Review all 50 FAB units, shortlist 10–15 units suitable for arena play (e.g. mages, archers, melee, monsters). ✅ Daily calls 10–11AM EST with sync and progress check. ✅ Milestone demo: basic movement, camera, and map blockout functional. 🗓 WEEK 2 — Core Combat Prototype (Melee + Ranged) Focus: Functional combat systems. Tasks: ✅ Implement combat base class (melee, ranged, spell variants). ✅ Add projectile + hit detection + damage system. ✅ Developer 1: Focus on melee combat blueprint logic (hitboxes, combos). ✅ Developer 2: Focus on ranged weapon blueprint and projectile logic. ✅ Developer 3: Integrate basic health bars, UI, respawn, and victory conditions. ✅ Environment artist: Add props, lighting, and arena edge barriers; start post-processing passes. ✅ Unit developer(s): Convert 3–5 selected units into playable characters (import animations, setup ability placeholders). ✅ Internal test: 1v1 functional demo (2 characters fighting with basic mechanics). *** BY END OF WEEK 2 WE WANT 10-20 SECOND PLAYABLE CLIPS FOR SOCIAL MEDIA AND PR IN AAA QUALITY - AS WE ARE USING PRE MADE CHARACTERS + FAB ENVIRONMENTS ALREADY MADE ITS POSSIBLE *** 🗓 WEEK 3 — Abilities, Animations, and Arena Polish Focus: Visual and gameplay depth. Tasks: ✅ Create ability system for 3–4 skills per unit (cooldowns, casting animations, particle FX). ✅ Add animation notifies + blendspaces for smooth transitions. ✅ Introduce mana or energy system to support abilities. ✅ Integrate simple AI opponent for testing. ✅ Developer 3: Add UI elements (health, mana, score). ✅ Environment artist: Add advanced VFX (fog, flames, arena details). ✅ Unit developer(s): Finalize 8–10 playable units across classes (Mage, Archer, Monster, Shooter, Melee). ✅ Milestone demo: playable 1v1 match with working ability set and cinematic camera. 🗓 WEEK 4 — Multiplayer, Balancing, and 2v2 Expansion Focus: Functional multiplayer and extended gameplay. Tasks: ✅ 1v1 Must be almost perfect for social media and influencers to test. Multiplayer synchronization for combat, abilities, and deaths (client/server). ✅ Add 2v2 team logic, respawn system, and match reset flow. ✅ Developer 1–2: Work on network smoothing, replication, hit validation. ✅ Developer 3: Add win/loss logic, scoreboard, and rematch option. ✅ Environment artist: Polish environment with decals, lighting, and destruction details. ✅ Unit devs: Tune animations, hitboxes, and ability timings for balance. ✅ Milestone demo: 2v2 playable arena with stable performance and core loop functional. 🗓 WEEK 5 — Polish, Optimization & Vertical Slice Presentation Focus: Final demo preparation. Tasks: ✅ Add main menu with quick-start 1v1/2v2 options. ✅ Integrate cinematic camera transitions and intro sequence. ✅ Sound and music layering (combat sounds, ambient, announcer voice). ✅ Optimize VFX, LODs, performance for demo build. ✅ Internal QA + bug fixing. ✅ Record cinematic trailer footage for Kickstarter and investor use. ✅ Deliver final vertical slice build + lots of short cinematic clips for trailers (30–60s).