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I’m putting together a cross-platform battle-royale called “Death Day.” The core idea is a month-long season where four-player squads scavenge loot, fortify moving bases, and survive a zone that tightens a little every 24 hours until only one team remains. The look I’m after is bright, stylised and cartoonish, and everything will run on Unreal Engine so we can ship simultaneously to PC, current-gen consoles and mobile. I already have a detailed design brief covering progression loops, loot tiers, traversal gadgets, and the unique base-on-wheels mechanic; what I need now is a development partner who can turn that document into a playable, scalable experience. Key deliverables • A networked vertical slice showcasing one “day” cycle with shrinking zone, movable bases and basic looting • Cross-platform builds (PC first, then console and mobile) with controller and touch input schemes • Scalable backend for month-long persistence, matchmaking and stat tracking • Polished alpha, beta and launch candidates, each accompanied by build notes and source control commits • Lightweight documentation so my team can continue content drops post-launch Unreal Engine proficiency, battle-royale or large-scale multiplayer experience, and an eye for lively, cartoon-style visuals will put you at the front of the queue. If you’re ready to craft a fresh spin on the genre, let’s talk and I’ll share the full brief.
Project ID: 40657528
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72 freelancers are bidding on average $7,081 USD for this job

With our 4.9 rating across 162 completed projects on Freelancer, our team brings top-rated proficiency in game and mobile app development to the table – skills that are central to your Death Day Battle Royale project, especially for the networked vertical slice, cross-platform builds, scalable backend among others. Having established custom dashboards, CRM and ERP systems, as well as admin panels in our web&backend services, we can implement your detailed design brief with ease. Our proficiencies in various game development tools like Unity and Unreal Engine align with your project's demands and we're no strangers to battle-royale or large-scale multiplayer experiences either. We have—and will continue to provide—the kind of clear daily communication and progress updates that foster trust and confidence for a project of this magnitude. Finally, versatility is our virtue - from hardcore combat games to casual hyper-casual games - our repertoire spans it all. We're ready to bring this lively, cartoon-style vision to life in Unreal Engine with a fresh twist on the genre that will thrill your players. With us onboard, you can expect clean, well-documented tested code delivered on time and long-term maintenance and technical support post-launch – because this isn't just another job for us; it's about turning your brilliant idea into a polished published product. Let's craft something amazing together!
$10,000 USD in 365 days
7.5
7.5

✅ Unreal engine| Unity Game Developer | 2D & 3D Games | Cross-Platform ✅' Hi, I’m an experienced Unity game developer specializing in 2D and 3D cross-platform games for mobile, desktop, and web. I focus on optimized performance, clean architecture, reusable components, and polished gameplay mechanics, delivering engaging and scalable game experiences. Having delivered 1500+ successful projects for over 1000 clients across 25 countries, encompassing a range of complex and unique game experiences, I can ensure you get a high-quality product that resonates with your vision for "Death Day." My powerhouse capabilities in Unreal Engine and large-scale multiplayer games equip me to handle the technical demands like networked vertical slice with shrinking zone, movable bases, and persistence on a month-long scale. My expertise includes C#, Unity Physics & Animation, UI systems, performance optimization, mobile deployment, and real-time interaction, with proven experience launching production-ready games. ⭐Due to NDAs, links aren’t public—but once you open the chat, I’ll share live demos and walkthroughs. I’m available to start immediately and would be happy to discuss your project in detail. Thanks, Ranjana
$7,500 USD in 30 days
7.2
7.2

Hello, I have carefully reviewed your project requirements and understand your vision for building Death Day, a cross-platform battle royale featuring four-player squads, loot, moving bases, a shrinking zone, seasonal persistence, and a bright stylized art direction. With 9+ years of game development experience and 200+ successfully delivered games, I have extensive experience with Unreal Engine, C++, multiplayer architecture, matchmaking, backend persistence, dedicated servers, optimization, cross-platform development, and scalable gameplay systems. You will get: 1. Quality optimized work 2. 100% client satisfaction 3. Fast milestone-wise delivery 4. Suitable pricing 5. Unlimited revisions 6. Complete NDA & IP protection (project security is our top priority) I can structure development around a strong networked vertical slice first, with scalable architecture for the month-long season system, moving bases, matchmaking, progression, and future content across PC, console, and mobile. Available to start immediately and committed to delivering regular progress updates throughout the project. Come inbox & let’s get started. Best regards, Sohaib Pasn Games
$7,500 USD in 90 days
6.7
6.7

Hi, this is an ambitious concept, and we have genuine Unreal Engine and large-scale multiplayer experience to bring to it, but I want to be upfront about scope before anything else. A full cross-platform battle royale (PC/console/mobile simultaneous ship, month-long persistence, matchmaking, scalable live-ops backend) is realistically a project well beyond the $5,000-10,000 range, that scope typically runs into six figures even for a lean team, given how hard BR-scale netcode, anti-cheat considerations, and cross-platform certification actually are to get right. What I'd propose instead, to make this budget genuinely productive rather than promising something we can't deliver: a networked prototype milestone, single map, reduced player count (e.g., 8-16 players instead of full squads-at-scale), demonstrating the core loop your brief describes: shrinking zone, movable base mechanic, basic looting, server-authoritative movement so it's genuinely networked, not just local multiplayer. PC-only for this phase, built in Unreal with clean, extensible architecture so it becomes the real foundation for console/mobile expansion later, not throwaway proof-of-concept code. This gives you something real and playable to evaluate, secure further funding against, or hand to a larger team to scale, rather than an underfunded attempt at the full vision that risks stalling out. Happy to discuss the full brief and figure out the right first milestone together.
$5,000 USD in 7 days
6.3
6.3

Hello Dear, I’m Md Toriqul Islam, an experienced Unreal Engine developer with 10+ years of experience building multiplayer games, scalable backends, gameplay systems, cross-platform builds, and live game infrastructure. I understand you need a scalable battle-royale vertical slice featuring four-player squads, loot, shrinking zones, movable bases, progression, persistence, and cross-platform controls. I’m skilled in Unreal Engine, C++, multiplayer networking, matchmaking, dedicated servers, backend APIs, player persistence, optimization, PC, console, and mobile development. I can turn your existing design brief into a structured vertical slice, establish the multiplayer architecture, optimize cross-platform performance, and prepare documented builds for continued development. Looking forward to hearing from you. Best regards, Md Toriqul Islam
$5,000 USD in 7 days
5.4
5.4

The concept for "Death Day" sounds exhilarating, particularly the mechanics involving moving bases and a shrinking zone. I specialize in developing bright, stylized environments within Unreal Engine, ensuring a clean, professional, and user-friendly experience across platforms. With extensive experience in battle-royale games and large-scale multiplayer environments, I can bring your detailed design brief to life. My team and I excel in creating polished vertical slices, scalable backends, and comprehensive documentation that empowers continued content drops post-launch. I am eager to collaborate and help craft a unique gaming experience that stands out in the genre. Feel free to reach out, I would be happy to chat about your project, budget, and timeline. Kind Regards, Desmond.
$5,000 USD in 14 days
5.4
5.4

I may not have specific experience in game development, but what I bring to the table more than covers what you're looking for. My background as a DevOps and Cloud Engineer has given me extensive experience in working with large-scale, highly available systems - something that's fundamental to the success of any cross-platform game like "Death Day". I'm adept at building CI/CD pipelines for efficient and effective development as well as deploying applications using Kubernetes and Terraform on multiple cloud platforms, which is essential for your project. Additionally, my skillset extends to secure networks and cloud infrastructure. My expertise with firewalls, VPNs, monitoring, and cloud security is crucial in creating a robust and secure game environment while ensuring compliance. I can guarantee the confidentiality of players' information and maintain the game's integrity throughout. Furthermore, my ability to write clear documentation will be invaluable for your lightweight post-launch content drops. A key part of my role is ensuring that solutions are comprehensively documented to facilitate ongoing maintenance and iterations. My full-time availability and fast response rate ensure that we'll stay on track, meet deadlines, and produce a polished product. Let's start this journey to make "Death Day" an exhilarating reality!
$7,500 USD in 20 days
4.9
4.9

Hi, Aashiq (Ash) here from Cape Town, South Africa. This project instantly caught my eye, so I had to reach out. I see you’re looking for a development partner to bring your battle-royale concept, “Death Day,” to life with a focus on bright, stylized visuals and scalable gameplay mechanics. Your detailed design brief sounds exciting, and I’m eager to help turn your vision into a playable experience. With a strong background in developing engaging multiplayer games on Unreal Engine, I’ve helped teams create immersive experiences that boost player engagement and retention. If you’d like, I can share samples of my work that demonstrate my ability to deliver polished, high-quality results. Based on what you mentioned, here is how we would approach the project: • Develop a networked vertical slice showcasing the unique mechanics • Implement cross-platform builds with user-friendly input schemes • Create a scalable backend for seamless matchmaking and stat tracking You can count on clear communication throughout the process, ensuring a smooth and user-focused solution optimized for performance. Best Regards, Aashiq
$9,000 USD in 7 days
4.7
4.7

I understand you're building a cross-platform battle royale, "Death Day," with a unique moving base mechanic and a bright, stylized aesthetic, targeting PC, consoles, and mobile via Unreal Engine. My experience developing scalable multiplayer systems for similar survival-genre titles, specifically the dynamic zone mechanics and squad-based progression, directly aligns with your project's core requirements. My approach will leverage Unreal Engine's robust networking and gameplay frameworks. I'll focus on implementing a highly optimized server architecture for seamless cross-platform play, utilizing C++ for core logic and Blueprints for rapid prototyping and iteration of gameplay features like loot scavenging, base fortification, and traversal gadgets. The dynamic zone tightening will be managed through a server-authoritative timer system, ensuring fairness across all platforms. How are you envisioning the initial implementation of the moving base fortification system, and what are your primary concerns regarding network synchronization for this complex mechanic? I’m available for a brief call to discuss these details further.
$8,540 USD in 21 days
4.2
4.2

I can help you turn the Death Day design brief into a working, scalable build. The core challenge is the 24-hour day cycle paired with moving bases—that demands a strong, server-authoritative simulation so the shrinking zone and base movement stay in sync across PC, console, and mobile. I’ll start by locking down that architecture in the networked vertical slice, prioritizing a smooth, single-day loop with squad play, looting, and mobile-friendly performance. From there, I’ll focus on the backend for month-long persistence and matchmaking, and keep the cartoonish visual style intact through optimized asset pipelines and cross-platform input support. This is a build-scoped project, and I’m ready to deliver.
$7,500 USD in 7 days
4.4
4.4

Hi, as a versatile and seasoned game developer with 8+ years of experience, your Death Day battle-royale immediately stood out because the combination of squad-based multiplayer, persistent progression, shrinking-zone gameplay, and the unique moving-base mechanic creates a strong foundation for a scalable multiplayer experience. I can help turn your existing design brief into a structured vertical slice covering the day cycle, zone progression, loot, squad gameplay, movable bases, matchmaking, and cross-platform input. My experience with multiplayer gameplay architecture, optimization, gameplay systems, and scalable game development would help establish a clean foundation that can grow from PC into console and mobile without rebuilding the core systems. I’d be happy to review the full brief and discuss the vertical-slice scope, networking architecture, milestones, and production roadmap. Regards, Muhammad Asad Ali
$7,500 USD in 7 days
4.4
4.4

Hello, I have already completed similar multiplayer and cross platform game projects involving Unreal Engine, networked gameplay, progression systems, matchmaking, and persistent player data. I also have strong experience in web development, APIs, and scalable software solutions, which helps me handle both the game systems and supporting backend. I can take your detailed brief and turn it into a playable vertical slice focused on the core loop, including the shrinking zone, four player squads, loot, and moving bases. From there, I can support the PC, console, and mobile releases with the required input systems and clear development documentation. For the first vertical slice, do you already have the multiplayer architecture and backend preferences defined, or should I recommend the approach based on the expected player count? Happy to review the full brief and discuss the development approach in a quick meeting. I will share my portfolio in chat I look forward to hear from you. Thanks Best Regards, Mughira
$7,500 USD in 7 days
3.9
3.9

⚠️ IF YOU'RE NOT HAPPY YOU DON’T PAY ⚠️ Hi, We’ll build Death Day’s vertical slice with Unreal Engine 5, leveraging its Nanite‑powered stylized assets and robust multi‑platform networking to deliver a bright cartoon look that runs on PC, consoles and mobile. Our pipeline uses Blueprints for rapid iteration plus C++ for low‑latency replication, and we’ll integrate PlayFab for scalable backend, matchmaking and persistent stats. A live example of a similar stylized battle‑royale can be seen at https://www.fortnite.com. I’d love to chat about your project! The worst that can happen is you walk away with a free consultation. Regards, Chris
$5,000 USD in 7 days
3.2
3.2

Hi Fernando here from mexico I read your brief, the standout detail is you want a stylised battle royale with a month-long season, moving bases, and cross-platform builds on pc console and mobile, most bidders will agree to build the full game on this budget without understanding the networking and scalability required Plan, focus on a networked vertical slice in Unreal Engine showing one full day cycle with the shrinking zone, movable bases, and basic looting, use Unreal's replication for multiplayer and build a lightweight backend for matchmaking and persistence, optimize for pc first then plan the console and mobile ports with appropriate input schemes, deliver build notes and source control commits, keep the scope tight to the vertical slice with clear documentation for future content drops Questions for better understanding: Do you already have a backend solution in mind for matchmaking and stat tracking, or do you need that built from scratch Which platforms are the highest priority for the vertical slice, just pc or also console and mobile immediately Happy to plan the best way with you Best regards
$8,000 USD in 30 days
1.8
1.8

Hello, I’d be excited to help turn Death Day into a scalable Unreal Engine multiplayer experience. I have experience with Unreal Engine, multiplayer/networked gameplay, gameplay systems, backend integration, progression, inventory/loot systems, and cross-platform development. I would start with the vertical slice, focusing on the core gameplay loop: four-player squads, looting, movable bases, the 24-hour zone cycle, combat/progression foundations, and persistent player/team data. Once the core loop is stable, I’d expand toward matchmaking, month-long persistence, stat tracking, optimization, and platform-specific controls. For cross-platform delivery, I’d build the systems with PC, console, and mobile constraints in mind from the beginning rather than attempting a late-stage port. I’d also use structured source control, build notes, and lightweight technical documentation so your team can continue development and content updates.
$7,500 USD in 7 days
1.4
1.4

Let's Do This Right The First Time ✍️ The key here is to create a vibrant, engaging experience that retains players throughout the month-long season. You mentioned needing a development partner to transform your detailed design brief into a playable game. What usually matters most here is ensuring the game mechanics are not only fun but also intuitive across different platforms. A common issue is balancing complexity with accessibility, especially in a fast-paced battle royale environment. I would approach this by prioritizing smooth gameplay and clear feedback mechanics, ensuring that players have a seamless experience whether they're on PC, console, or mobile. My experience with Unreal Engine and large-scale multiplayer games equips me to tackle these challenges effectively. With 5 Stars for communication and fast response times, I focus on building long-term relationships that foster collaboration. What specific features are you most excited to see in the initial vertical slice? Best, Kurt
$5,000 USD in 7 days
1.4
1.4

⚠️ If you're not happy, you don’t pay. ⚠️ Hi, Thank you for checking my proposal and sharing the detailed project brief. I can build your cross-platform battle-royale "Death Day" using Unreal Engine with a vibrant and stylized design. I will deliver: • A networked vertical slice showcasing one “day” cycle with a dynamic shrinking zone • Cross-platform builds (PC first, then console and mobile) with optimized input schemes • Scalable backend for persistent gameplay, matchmaking, and detailed stat tracking • Polished alpha, beta, and launch candidates, supported by thorough build notes and source control commits • Lightweight documentation for seamless post-launch content drops You will also receive: • Ongoing support for gameplay optimization • Training sessions for your team I am confident I can execute your vision professionally and efficiently. Looking forward to discussing the timeline and next steps. Best regards, Chirag Pipal.
$5,000 USD in 7 days
0.0
0.0

Death Day Battle Royale is an exciting, high-energy concept, and Unreal Engine is a great fit for turning your month-long season loop into a real, playable system. I can partner with you to convert your design brief into a networked vertical slice featuring: one complete “day” cycle, a shrinking zone, movable bases-on-wheels, squad scavenging, and a clear progression/loot flow. The slice will be built with scalability in mind so the same gameplay pillars expand smoothly into your alpha, beta, and launch candidate milestones. For cross-platform readiness, I’ll structure input and UI support so PC controls come first, then cleanly extend to current-gen consoles and mobile touch schemes, keeping controller behavior consistent with the design intent. To support month-long persistence, matchmaking, and stat tracking, I’ll set up a backend approach that’s resilient and measurable, so you can reliably run seasons and track performance over time. You’ll also receive lightweight documentation and build notes aligned to source control commits, making post-launch content drops straightforward. Let’s build Death Day into something bright, cartoony, and truly playable at scale.
$5,000 USD in 3 days
0.0
0.0

The hardest part of this job is building the networked, real-time zone compression and base fortification simultaneously for PC, console, and mobile. I would build this using Unreal Engine, focusing on the C++ backend for core logic, so that the game state is authoritative and synchronized. The bases would be constructed using actor components, and loot would be managed via a data-driven inventory system, also in C++. I would not use a purely client-side prediction for base fortification as that opens too many exploits. It needs to be server-verified to maintain game integrity. The brief mentions a month-long season; does the zone compression speed adjust based on the current day within that month? For what it is worth, every job I have taken on Freelancer has gone out on time and on budget, 100% on both. I need the detailed design brief document before I can provide a firm estimate.
$8,540 USD in 21 days
0.0
0.0

Hi, I am a software engineer with over 16 years of experience building complex, production-focused systems. Death Day has a strong hook, and the moving-base mechanic combined with a real-time month-long season needs careful multiplayer architecture from the outset—not just a polished prototype that cannot scale. I would begin by turning your brief into a technical roadmap, then build the PC vertical slice around server-authoritative gameplay, one complete day cycle, looting, zone progression and replicated moving bases. Once the networking and persistence foundation is proven, I would add matchmaking and stat tracking, optimize for console and mobile constraints, implement controller/touch input, and progress through documented alpha, beta and release milestones. The project would use disciplined source control, repeatable builds and lightweight handover documentation so your team can continue adding content. What concurrent player count and backend hosting model do you want the vertical slice to validate? I’d be glad to review the full brief and discuss the development phases, team needs and platform priorities with you.
$10,000 USD in 240 days
0.0
0.0

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