
Closed
Posted
Paid on delivery
I’m turning Nanos World into a fully featured One Piece role-playing experience and am looking for a developer, technical artist, or combat animator who already feels comfortable working with Unreal Engine 5.7.4, Niagara, and multiplayer combat systems. The project is built around exploration, character progression, customisation, and fluid PvP combat. The goal is to create a playable game mode that captures the spirit of Oda’s universe while remaining coherent with Nanos World’s workflow and technical limitations. What I’m looking for I’m looking for one or more freelancers who can help create and integrate: • Combat animations and M1 attack chains; • Character fighting styles; • Kessen, based on iconic One Piece characters; • Devil Fruit abilities; • Dial abilities; • Niagara VFX, projectiles, impacts, and ability effects; • Animation/VFX synchronization; • Hitboxes, attack timing, cooldowns, and gameplay feedback; • Clean and readable combat effects designed specifically for PvP. The project includes several combat categories: • Main Arts / fighting styles; • Kessen; • Devil Fruits; • Dials. The objective is not simply to create visually impressive spells. Every ability must feel responsive, enjoyable, readable, and balanced in a multiplayer PvP environment. PvP-first combat design This is primarily a PvP game mode, not a PvE-focused project. Abilities should therefore be designed around: • Fast and responsive activation; • Clear anticipation and impact; • Reasonable recovery times; • Counterplay and dodge opportunities; • Readable hitboxes and attack ranges; • Smooth combos; • Good movement and positioning; • Clear visual feedback for both the user and the opponent. I do not want abilities that take 10 or 15 seconds to charge or play out unless there is a very specific gameplay reason and sufficient counterplay. Even high-rarity or ultimate abilities should remain enjoyable and practical to use during a real fight. A powerful ability should feel powerful without making the combat unfair or removing the importance of player skill. Combat categories Main Arts Players will be able to choose between several main fighting styles: • Swordsman; • Black Leg; • Clima-Tact; • Sniper / Marksman, available through whitelist. Each Main Art will contain 10 combat abilities with the following rarity distribution: • 1 E-rank ability; • 2 D-rank abilities; • 2 C-rank abilities; • 2 B-rank abilities; • 2 A-rank abilities; • 1 S-rank ability. Each Main Art must also have its own M1 attack chain. M1 attacks should feel like a real combo rather than a single animation repeated indefinitely. Depending on the style, a chain could include four to six different attacks, with variations in movement, timing, range, and impact. For example, a Sniper M1 chain could include: • A single shot; • Two quick consecutive shots; • A moving shot; • A close-range weapon strike; • A stronger finishing shot. Each fighting style should have a distinct identity and feel completely different to play. Kessen Kessen are special combat styles inspired by non-Devil-Fruit characters from the One Piece universe. The initial Kessen roster includes: • Mihawk; • Oden; • Shanks; • Garp; • Zoro; • Ryuma; • Usopp; • Ben Beckman; • Brook; • Nami; • Kin’emon; • Arlong; • Inuarashi. Each Kessen will contain: • 1 D-rank ability; • 1 C-rank ability; • 2 B-rank abilities; • 1 A-rank ability; • 1 S-rank ability. Each Kessen should have a strong character identity. The animations, effects, movement, attack patterns, and gameplay should immediately communicate which character the player is using. For example: • Mihawk should focus on precise sword techniques and powerful ranged slashes; • Garp should focus on heavy punches, shockwaves, and physical impact; • Brook should reflect his swordsmanship, speed, and musical/soul-related identity; • Nami should use Clima-Tact-based techniques; • Shanks should feel extremely rare, powerful, precise, and Haki-oriented. The goal is not to create generic abilities with different colours. Each Kessen should feel like a complete and recognizable fighting style. Kessen rarity and balance There should be a noticeable difference between a common Kessen, such as Arlong, and a legendary Kessen, such as Shanks. However, this difference must remain balanced for PvP. Higher-rarity Kessen may offer: • Better pressure; • More effective combos; • Stronger mobility; • Better range or utility; • More impactful abilities; • More impressive animations and VFX; • More unique mechanics. They should not become impossible to defeat. A skilled player using a common Kessen should still be able to defeat a player using a legendary Kessen through better positioning, timing, reactions, and decision-making. Rarity should enhance the experience, not replace player skill. Devil Fruits Devil Fruit abilities will be obtainable through gameplay. The first development phase should focus on iconic fruits that can be created primarily through animations, projectiles, materials, and Niagara VFX without requiring complex transformation models. Potential examples include: • Fire; • Ice; • Magma; • Light; • Lightning; • Smoke; • Sand; • Darkness; • Rubber; • Poison; • Strings; • and other recognizable Devil Fruits from the series. The abilities should remain faithful to the visual identity and known techniques of the One Piece universe. For the initial version, priority should be given to fruits that do not require: • Complex character transformations; • New full-body character models; • Advanced deformation systems; • Extensive custom rigging. More complex Zoan, Ancient Zoan, and Mythical Zoan fruits may be developed later. Dials Dials will be obtained through an in-game reroll system. A player can equip only one Dial at a time. The initial Dial distribution will be: • 2 D-rank Dials; • 2 C-rank Dials; • 1 B-rank Dial; • 2 A-rank Dials; • 2 S-rank Dials. Each Dial must have a distinct purpose and gameplay identity. We do not want every Dial to be a variation of the same explosion with different damage values. Possible directions include: • Impact Dial: knockback and damage; • Jet Dial: forward movement or dash; • Water Dial: slowing or control zone; • Flame Dial: short-range or ranged fire attack; • Flash Dial: temporary visual disruption or blind effect; • Breath Dial: directional pushback; • Vortex-style Dial: area pull or crowd control; • Reject Dial: powerful explosion with a meaningful drawback. If the S-rank Dial is based on the Reject Dial and creates a large explosion, other high-rank Dials should use completely different mechanics rather than simply creating another, larger explosion. Higher rarity should improve gameplay value, uniqueness, and presentation, not only the size of the visual effect. Animation and VFX requirements Each ability should be treated as a complete gameplay package. Depending on the ability, the expected result may include: • Character animation; • Anticipation; • Activation effect; • Movement or attack animation; • Projectile or main effect; • Impact effect; • Hit reaction or feedback; • Recovery animation; • Hitbox or area-of-effect setup; • Timing and gameplay integration. The ideal structure is: Anticipation → Activation → Movement → Impact → Recovery The animation and VFX must be synchronized carefully. A beautiful animation with poorly timed effects will not feel polished, and a good VFX effect without a convincing animation will not feel impactful. Existing assets and packs It is not necessary to create every animation or VFX asset from scratch. Using existing assets is completely acceptable, including: • Unreal Engine animation packs; • Niagara VFX packs; • Existing project assets; • Modified or recoloured effects; • Combined assets from multiple packs; • Existing animations adapted to fit a specific ability. The priority is the final result. If an existing animation fits the character and ability, and is properly integrated with the VFX and gameplay, there is no need to recreate it from scratch. The same applies to VFX. However, all assets must be legally usable in the project, and their licenses must allow commercial use and integration into the final game mode. Visual direction The visual style should be strongly inspired by One Piece while remaining readable in a multiplayer game. Effects should be: • Dynamic; • Clean; • Colourful; • Exaggerated where appropriate; • Easy to understand during combat; • Consistent with the character or fighting style; • Visually distinct according to rarity. E- and D-rank abilities can be simple and efficient. C- and B-rank abilities should have more identity and visual development. A-rank abilities should feel powerful and polished. S-rank abilities should feel like signature or ultimate techniques, with a strong visual payoff, while still remaining practical and balanced for PvP. An S-rank ability does not need to last 15 seconds to feel impressive. A short, well-timed, impactful ability is preferable to a long cinematic that removes control from the player. PvP readability Players must be able to understand: • When an ability starts; • Where it is going; • Its approximate range; • When it can hit; • When it ends; • When it may be possible to dodge or counter it. Effects should not be so large, bright, or opaque that they completely hide the battlefield. The goal is to create spectacular abilities without sacrificing gameplay clarity. Performance and multiplayer considerations Because this is a multiplayer PvP project, performance is extremely important Experience with Nanos World, Garry’s Mod, Unreal Engine projects, or similar multiplayer game modes is a strong advantage. The project is intended to grow over time, so a long-term collaboration may be possible if the quality, communication, and workflow are a good fit.
Project ID: 40678431
33 proposals
Remote project
Active 4 days ago
Set your budget and timeframe
Get paid for your work
Outline your proposal
It's free to sign up and bid on jobs
33 freelancers are bidding on average €748 EUR for this job

As a Creative Designer with a comprehensive understanding and mastery of 3D animation, I'm the ideal candidate for turning your vision of a One Piece RP game into reality. Having worked extensively with complex animations, modeling, and rendering systems, I can perfectly handle the unique combat needs of this project. My proficiency with Unreal Engine 5.7.4, Niagara effects, and multiplayer combat systems aligns seamlessly with the technical requirements for Nanos World. Integrating fighting styles and implementing bespoke combat abilities are my forte. Your emphasis on abilities that are fast to activate, enjoyable to execute, and exhibit readable hitboxes lines up precisely with my design principles. Throughout my career, I've understood that balance is the key in ability-based games; they need to feel powerful without becoming overbearing or diminishing the significance of player skill - an idea I'm committed to realizing. With a deep love for the One Piece universe and a track record of delivering high-quality digital solutions on time and within budget, partnering me for this project guarantees you a final product that remains faithful to Oda's world while staying coherent within the Nanos World framework. Let's create an immersive experience that truly captures the spirit of One Piece!
€600 EUR in 1 day
7.1
7.1

Hello, I have carefully reviewed your requirements for developing and integrating a high-quality multiplayer PvP combat system for your Nanos World role-playing experience, including Main Arts, Kessen, Devil Fruits, Dials, combat animations, M1 combos, Niagara VFX, hitboxes, cooldowns, and synchronized gameplay effects. With 9+ years of game development experience, I have strong expertise in Unreal Engine, multiplayer systems, combat mechanics, C++, animation integration, VFX, gameplay balancing, hit detection, and performance optimization. You will get: 1. Responsive PvP-focused combat systems 2. Smooth M1 combos and unique fighting styles 3. Integrated abilities with synchronized animations and Niagara VFX 4. Balanced hitboxes, cooldowns, damage, and counterplay 5. Clean, readable combat effects optimized for multiplayer 6. Complete NDA & IP protection I will discuss the complete combat architecture, ability systems, multiplayer synchronization, performance optimization, balancing, milestones, and long-term development workflow based on your requirements. Available to start immediately. Come inbox & let’s get started. Best regards, Sohaib Pasn Games
€5,000 EUR in 80 days
6.4
6.4

Hey, You are looking for One Piece RP Game Development for Nanos World. "Lets Gets Started, I know you have several tempting proposals here, but I guarantee you to be impressed by my work. I have various skills in design, Illustration, Photoshop, Graphic Design, Logo Design and Illustrator. If you give me this chance you will be impressed, because I guarantee that I will meet your expectations. I invite you to get a look at my portfolio You Can see it from here : https://www.freelancer.com/u/sahildogra222 If you have any questions or queries, do not hesitate to contact me. I hope to start working with you. With regards! SAHIL
€8 EUR in 1 day
6.2
6.2

Hello, As an experienced developer boasting a strong expertise in 3D animation, I'm familiar with the tools and features you specifically mention in your project, including the Unreal Engine version you're using. I can address not just one or two, but the majority of your needs for combat animations, character fighting styles, even specific fight styles like Kessen. My extensive background in WordPress and WIX development has trained me to adhere to strict workflows and limitations in order to create a consistently functional finished product - which is absolutely essential when marrying two distinct universes like Nanos World and One Piece. But the numbers don't tell the whole story. What you need is someone who understands these characters on a deep level - their personalities, movement patterns and much more. With my firm knowledge in One Piece lore - which extends far beyond just Oda's work - I will not merely repeat or adapt existing animations. Instead, I'll create combat styles that truly reflect each character's essence, so players can actually feel like they're living the manga/anime. With every ability I design for this Nanos/One Piece fusion, I always prioritize player enjoyment and real fights. You don't want flashy spells that take too long to play out; instead high-rarity abilities will be both practical to use and personally satisfying for those who earned them. This is where my skill is pivotal: bringing real power Thanks!
€180 EUR in 2 days
5.0
5.0

Hello, I reviewed your requirements carefully and understand that this is a PvP-first Nanos World combat system where animation, Niagara VFX, hit timing, responsiveness, and readability must work together—not simply a collection of flashy One Piece abilities. I have experience with Unreal Engine game development, multiplayer combat systems, animation integration, Niagara VFX, projectiles, hitboxes, cooldowns, combo logic, and gameplay optimization, and I’m comfortable adapting commercially licensed animation/VFX packs where that produces a better result. In my opinion, the key challenge is keeping dozens of Main Art, Kessen, Devil Fruit, and Dial abilities visually distinctive without sacrificing PvP clarity or performance. I would build reusable ability/combat components with data-driven parameters, synchronized animation notifies, authoritative hit validation, controlled Niagara replication, and clear anticipation → activation → impact → recovery windows. For M1 chains, I would use separate combo stages with timing windows and movement/impact variation rather than replaying one attack animation. I have two questions: Is the current Nanos World combat framework already implemented, or should I build the core combat architecture as well? Do you already own animation/Niagara packs that you want incorporated? Best regards, Carlos.
€300 EUR in 14 days
4.3
4.3

Hi there, I already have relevant previous experience working with Unreal Engine combat systems, multiplayer gameplay, character animation, Niagara VFX, hit detection, cooldowns, projectiles, and ability timing. I understand that your goal is not simply to create flashy One Piece-inspired effects. Each Main Art, Kessen, Devil Fruit, and Dial needs to feel responsive, readable, balanced, and practical in real PvP combat. My approach would be to build abilities around a consistent Anticipation → Activation → Movement → Impact → Recovery structure, then synchronize animations, Niagara effects, hitboxes, damage windows, cooldowns, and gameplay feedback. I would also keep effects optimized and readable so large abilities do not hide opponents or hurt multiplayer performance. I can work with existing licensed animation/VFX packs where appropriate and customize them to create distinct identities for styles such as Mihawk, Garp, Shanks, Black Leg, and Devil Fruits rather than simply recoloring the same effects. Because the full scope is large, I recommend starting with one complete combat style or a small ability set as the first milestone, establishing the technical framework and quality level before scaling to the remaining roster.
€500 EUR in 7 days
3.4
3.4

I can handle the NanosWorld/UE5.7.4 combat development, including M1 chains, fighting styles, Kessen, Devil Fruit/Dial abilities, Niagara VFX, animation synchronization, hitboxes, cooldowns, and responsive PvP balancing. I’ll keep the system modular, performance-focused, and reusable for future abilities and characters.
€504 EUR in 7 days
3.3
3.3

Absolutely, this is an exciting PvP-first build with a very clear creative direction. The One Piece-inspired scope is strong, and the emphasis on readable combat, animation/VFX synchronization, and balanced multiplayer gameplay is exactly the kind of challenge that benefits from disciplined implementation. The project’s structure is especially compelling: distinct Main Arts, character-driven Kessen, practical early-phase Devil Fruits, and Dials with unique mechanics rather than visual reskins. That approach will help the mode feel authentic, responsive, and scalable as the roster grows. I can help turn these systems into combat that feels sharp, expressive, and fair in real fights, focused on clean timing, hit feedback, motion clarity, and effects that support gameplay instead of overwhelming it. Using existing legal assets where appropriate is also a smart way to keep production efficient while maintaining quality. This looks like a strong foundation for a long-term collaboration, and I’d be glad to contribute to building combat that captures the spirit of the universe while staying practical for Nanos World’s workflow and performance needs.
€650 EUR in 8 days
2.4
2.4

Hello there You are building a PvP-first One Piece mode in Nanos World on UE 5.7.4: M1 chains and fighting styles, Kessen identities, Devil Fruits and Dials with Niagara VFX, all synced to hitboxes, cooldowns, and readable feedback for both fighters. I deliver each ability as one gameplay package in your pipeline: anticipation, activation, movement, impact, recovery, with animation and Niagara locked to the same frames, conservative effect scale for multiplayer clarity, and counterplay-friendly recovery times. I integrate licensed packs where they fit, retime and recolor for rarity, and wire timing and hitboxes so S-ranks feel big without fifteen-second lockouts or unreadable screens. Scope and rate depend on which combat slice you want first, Main Arts, a Kessen, fruits, or Dials. Message me with your priority list and Nanos workflow details. Ihsan
€504 EUR in 7 days
2.4
2.4

You’re building a One Piece RP PvP combat mode for Nanos World in Unreal Engine 5.7.4, exactly the kind of responsive systems work where polish matters. I can help design and implement combat “packages” where anticipation → activation → movement → impact → recovery are tightly synchronized across animations, hitboxes, cooldowns, and Niagara VFX. Focus areas include: M1 attack chains with true combo variation; readable PvP effects for projectiles, impacts, and ability telegraphs; multiplayer-safe hit timing, ranges, and counterplay windows; and combat feedback that clearly communicates start/end and when dodges are possible. I’ll also support ability categories (Main Arts, Kessen, Devil Fruits, and Dials) with attention to rarity-based identity, so higher tiers feel powerful through mechanics and clarity, not just bigger explosions. I’ll integrate existing UE/animation/VFX assets where appropriate (license/commercial usability considered), then tailor them to your One Piece-inspired visual language and Nanos workflow constraints for performance.
€8 EUR in 5 days
0.0
0.0

Your project for a One Piece RP game in Nanos World immediately caught my eye, especially your mention of Unreal Engine 5.7.4, Niagara, and multiplayer combat. I’ve recently completed a similar scope involving integrating complex VFX systems with networked character abilities in UE5 for a competitive arena shooter, achieving seamless performance and visual fidelity under pressure. My experience directly aligns with the core technical challenges you've outlined. My approach will focus on a modular and performant implementation. For Niagara, I'll leverage existing combat animation events to trigger custom particle systems, optimizing for network replication and GPU efficiency. For multiplayer combat, I’ll implement a robust server-authoritative system with client-side prediction and lag compensation to ensure responsive and fair PvP. I’ll prioritize clear code structure and use established UE5 best practices for maintainability within Nanos World’s established workflow. To ensure we're perfectly aligned, could you elaborate on the specific character progression mechanics you envision and how they will interact with the combat system? Also, are there any existing Nanos World assets or systems that you'd prefer to build upon or avoid? I’m eager to discuss how my skills can bring your One Piece vision to life.
€707 EUR in 21 days
4.7
4.7

Hi, I’d love the opportunity to work on your project. Although I’m new to freelancing, I bring strong technical skills, a serious commitment to quality, and a willingness to go the extra mile to deliver the project successfully. I understand that choosing a new freelancer requires trust, so my priority will be clear communication, reliable delivery, and high-quality work. I’d be happy to discuss your project in more detail, understand your requirements, and suggest the best technical approach. Looking forward to hearing from you. Best regards, Rashdan
€504 EUR in 7 days
0.0
0.0

Hi, I like this project because PvP combat lives or dies on timing, readability and feel—not just flashy effects. I’d build each ability as a complete gameplay package: anticipation → animation → hitbox → Niagara effect → impact → recovery, with server-authoritative logic, clear cooldowns and counterplay. For Nanos World, I’d keep combat systems modular so Main Arts, Kessen, Devil Fruits and Dials can be added or balanced without touching the core. I’ve worked with Unreal, Niagara, multiplayer gameplay, combat animation and synchronized VFX, including performance-conscious effects for real-time combat. A quick win would be prototyping one M1 chain and one ability first, then using that as the quality benchmark. Do you already have the character models/rigs and existing Nanos World combat framework, or should I handle the integration from scratch?
€504 EUR in 7 days
0.0
0.0

With over 5 years of game development experience, I am confident in my ability to transform your vision of a One Piece role-playing game in Nanos World into a phenomenal reality. As a Full Stack Developer and an avid gamer myself, I have a deep understanding of what makes a game compelling, engaging, and most importantly, FUN. My extensive knowledge of Unreal Engine 5.7.4 and Niagara coupled with mastery in combat animation makes me the perfect fit for this project. Your project description focuses on the minutest details of creating a comprehensive character progression and combat system - elements that can make or break a game. My speciality lies in developing coherent and balanced multiplayer PvP environments while ensuring fast activation times, counterplay opportunities, clear visuals for all players, and smooth combos. Moreover, as a developer, I highly prioritize clean and readable code which enhances performance and maintainability of games. Offering "clean & maintainable code", "fast communication" & "on-time delivery" has made me successful in building long-term relationships with my clients. Your satisfaction is my driving force, which is why I offer FREE demos for selected projects to ensure you get precisely what you envision. Join meu_ACTIVIT
€30 EUR in 2 days
0.0
0.0

Greetings! I can contribute to your One Piece role playing project in Unreal Engine 5.7.4, focusing on combat animations, Niagara VFX, and multiplayer PvP systems. I would create M1 attack chains for each fighting style, integrate Devil Fruit abilities, Kessen styles, and Dial mechanics with responsive activation, clear hitboxes, and balanced gameplay. I would ensure animations and VFX are synchronized, readable, and performant for PvP. I can also work with existing assets and packs to streamline development while maintaining visual quality. I am available for a long term collaboration and can start as soon as you share the project scope. Let me know your preferred start date. Thanks, Revival
€1,000 EUR in 30 days
0.0
0.0

⭐⭐⭐Hello⭐⭐⭐ I'm excited about the opportunity to help bring Nanos World to life with a One Piece RPG experience. I can create and integrate fluid PvP combat systems, character fighting styles, and dynamic Devil Fruit abilities that resonate with Oda’s universe. This project perfectly aligns with my expertise in Unreal Engine 5.7.4, particularly in crafting engaging combat animations and VFX. I'm confident I can deliver results that meet your timeline and enhance gameplay clarity, ensuring both players and spectators enjoy the combat experience. To summarize, you're looking for a developer to create unique combat styles and abilities that provide responsive and balanced gameplay in a multiplayer setting. My focus will be on ensuring each ability feels distinct and visually engaging without overwhelming players. I’m eager to connect and collaborate to make this project a success. Looking forward to discussing it further! Best regards, Sararudin
€300 EUR in 7 days
0.0
0.0

As a dedicated leader of Walking Dreamz Technologies, I pride myself on my team's ability to deliver robust and top-tier software solutions. With 13+ years of experience in the field of game development and a particular focus on Unreal Engine, we are ideally suited to your One Piece RP Game for Nanos World project. Our comprehensive skill set in combat animation, character design, and VFX (including Niagara) perfectly aligns with your creative aspirations. We fully understand the need for effective communication, clean code, and reliability in your project. Having successfully completed over 300 projects with 99% positive reviews, including many for long-term enterprise clients and funded startups - our track record speaks for itself. Walk us through the brief or share some technical details, and we will tackle it head-on with a practical tech approach within the given timelines. We are driven to craft an immersive gaming experience while maintaining balance and responsiveness in every aspect of combat; much like your vision for this PvP game mode. Our understanding of Nanos World's workflow along with our expertise in game mechanics will allow us to design characters who possess distinctive fighting styles that align harmoniously with their visuals – offering an intuitive gameplay experience which maintains fidelity to One Piece's spirit while remaining true to Nanos World's workflow and limitations.
€900 EUR in 7 days
0.0
0.0

Hello, This project requires animation, Niagara VFX, hit detection, networking, and PvP balance to work as one combat system rather than as separate visual effects. I’d build a reusable ability framework with configurable animations, hitboxes, cooldowns, damage, movement, recovery and replicated gameplay state. Main Arts, Kessen, Devil Fruits and Dials can then use the same foundation while maintaining distinct mechanics and identities. M1 chains would use multiple attacks with combo windows, movement, hit reactions and server-authoritative hit validation. Abilities would follow clear anticipation, activation, impact and recovery phases, with Niagara effects synchronized to gameplay events for precise timing. For PvP, every ability would have readable range, telegraphing, recovery and counterplay. Niagara effects would be optimized for multiplayer performance, avoiding excessive particles or screen obstruction while keeping higher-rarity abilities visually impactful. I’d start with a focused prototype covering one Main Art, one Kessen, one Devil Fruit and one Dial, validate multiplayer behavior and performance, then expand the framework across the full roster. Existing licensed animation/VFX assets can be adapted where suitable to keep production efficient. Could you share the current Nanos World project and existing character/animation assets so I can evaluate the architecture and define the first development milestone?
€504 EUR in 7 days
0.0
0.0

Hi, I’m interested in helping develop the One Piece PvP combat system for Nanos World. I can work with Unreal Engine, Niagara, animation/VFX integration, and multiplayer-focused combat workflows. I understand that the priority is not just flashy effects, but responsive and readable PvP combat: M1 chains, fighting styles, Kessen, Devil Fruits, and Dials with proper anticipation, hit timing, hitboxes, recovery, cooldowns, counterplay, and synchronized Niagara effects. I can also work with existing animation/VFX assets where appropriate and integrate or modify them to achieve the required result while keeping performance and multiplayer readability in mind. I’m interested in a long-term collaboration and can start with a small combat ability or test implementation so you can evaluate the quality and workflow before expanding the scope.
€1,000 EUR in 25 days
0.0
0.0

Hello, I reviewed your project and I'm confident I can deliver exactly what you're looking for. I specialize in building modern, responsive, and scalable web solutions using technologies such as Unreal Engine, animation, and VFX design. My experience in crafting engaging gameplay mechanics makes me a strong candidate for developing the One Piece role-playing experience in Nanos World. Here's what you'll receive: • Clean, maintainable code • Responsive and immersive animations • Fluid and engaging combat mechanics • Clear communication throughout the project • Ongoing support after delivery I have previously worked on projects that involve complex animation and combat systems, ensuring a smooth and enjoyable player experience. Check out my similar project, Shadowfall Rebellion – Game Studio Website Design: https://www.example.com. I'd be happy to discuss your requirements and suggest the best solution before we begin. Looking forward to working with you. Best regards, Waazo1
€500 EUR in 7 days
0.0
0.0

Monteux, France
Member since Nov 21, 2025
€8-1000 EUR
€8-200 EUR
€8-100000 EUR
€8-1000 EUR
€8-2500 EUR
$250-750 USD
₹1500-12500 INR
$25-50 USD / hour
$250-750 USD
$2-8 CAD / hour
$250-750 USD
$250-750 USD
$15-25 USD / hour
$100-400 NZD
₹600-1500 INR
₹1500-12500 INR
$250-750 AUD
₹12500-37500 INR
$250-750 USD
₹150000-250000 INR
$250-750 USD
$750-1500 AUD
€8-1000 EUR
$250-750 AUD
$250-750 USD