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The goal is to build a highly polished vertical slice of a 3D action MMORPG on Unreal Engine 5 to be used as the core showcase for our Kickstarter campaign. Core focus My top priority is a fluid, combo-based action-combat system reminiscent of classic MMORPGs (like Metin2) but modernized for UE5. Attacks, hit-reactions, and a small skill tree must run smoothly in a dedicated-server session. Visual polish and game feel (VFX/Animations) in this specific slice must be high-quality, not just placeholders. Supporting gameplay systems Alongside combat, I need these core pillars: • Action-oriented combat (hack-and-slash) for a single class (e.g., Warrior) against AI enemies. • RNG gear upgrades (e.g., +1 to +9) with success/fail visual effects and feedback. • Basic inventory & equipment UI panels, drag-and-drop swaps, and stat propagation to the character. (Note: PvP, Mounts, and Guilds are intentionally excluded from this prototype phase to focus purely on combat and the core loop). Deliverable vertical slice One highly polished, small-scale playable map hosting 10+ concurrent clients on a dedicated server. Third-person character with combo-based light/heavy strings, one area-of-effect (AoE) skill, and one evasive move. Functional versions of the inventory and RNG upgrade systems. Clean UE5 project folder, version control via GitHub (Pull Requests required), and brief setup notes. Acceptance criteria • As a Technical Director with a C++ background, I will be conducting strict code reviews. I prefer native C++ where performance matters and Blueprints for quick UI hooks; clean and scalable logic is expected. • Client-side latency hides behind animation blending; attacks feel responsive at 100 ms RTT. • All replicated actions stay in sync after a 30-minute endurance test. • Selected developers must sign an NDA with our US-registered LLC (Shift Minds LLC) before starting.
Project ID: 40747850
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46 freelancers are bidding on average $8,819 USD for this job

As a leading name in the game development industry with over 300 successful projects behind us, my team at Falcon Interactive is the ideal choice for your MMORPG project. With our deep expertise in C++ Programming, Game Design, Game Development, MMORPG, and Unreal Engine, we offer a comprehensive skill set to construct a high-quality vertical slice for your Kickstart campaign. Our ability to craft impactful and immersive gaming experiences is unrivaled. Through the years, we have birthed cutting-edge games that intricately merge fluid combat systems and RNG gear upgrades just like you desire for this project. In particular, our experience with complex games like yours - where different systems must work harmoniously and smoothly - aligns exactly with your objectives. As Technical Director at Falcon Interactive, I personally undertake strict code reviews making use of native C++ whenever performance is required and I like employing Blueprints for quick UI hooks. Rest assured, the final product will be built on clean and scalable logic. Moreover, we understand the importance of upholding timelines, maintaining absolute confidentiality, and providing unwavering support to clients. That's why we strictly follow an agile development approach to give you full visibility into the project's progress as well as an opportunity to share regular feedback. You can also rely on our 24/7 support services and reliable maintenance post-launching.
$83,500 USD in 125 days
9.2
9.2

Hi, I am a software engineer with over 16 years of experience, including real-time multiplayer systems, native C++, gameplay architecture, and production-quality interactive applications. I can build this UE5 vertical slice around the part that matters most: combat that feels immediate and satisfying while remaining authoritative and stable on a dedicated server. I would structure the work in reviewable milestones: first the replicated combat foundation and latency testing, then AI and the upgrade/inventory loop, followed by the playable map, VFX/animation polish, endurance testing, and final setup documentation. Performance-critical and replicated logic will remain in clean C++, with Blueprints used selectively for UI and presentation hooks. GitHub pull requests and focused commits will make technical review straightforward throughout development. I am comfortable signing the NDA and can also help assess animation assets, server deployment, profiling, and a path from the Kickstarter slice toward a scalable production build. Do you already have character animations, VFX, environment assets, and a preferred hosting target for the dedicated server, or should their creation/integration be included? The proposed schedule assumes usable source assets are supplied or selected early. Please contact me to discuss details.
$10,000 USD in 84 days
7.5
7.5

Unreal Engine 5 | C++ | Multiplayer | Action Combat Hi, I have 15+ years of game development experience and have worked on Unreal Engine/XR projects where performance, interaction and real-time gameplay are important. I understand this is not just a prototype with placeholder systems — the goal is a polished vertical slice that can represent the game properly in a Kickstarter campaign. I can work on the core combat loop, including responsive combo attacks, hit reactions, skills, evasive movement, AI enemies, animation/VFX integration and multiplayer replication. I’m also comfortable with inventory/equipment UI, stat propagation and progression systems such as RNG-based upgrades. For this project I’d keep performance-critical gameplay and replication in native C++, while using Blueprints where they make sense for UI, tuning and designer-facing hooks. I’m also comfortable working through GitHub PRs and code reviews and can provide clean setup/documentation for the delivered project. I’m comfortable signing the NDA before starting. Thanks, Purnima
$7,500 USD in 45 days
7.3
7.3

Hello, I have carefully reviewed your requirements for a polished UE5 MMORPG vertical slice focused on responsive combo-based action combat, dedicated-server multiplayer, and high-quality game feel. With 9+ years of game development experience and 200+ successfully delivered games, I will build the Warrior combat system with C++ where performance matters, Blueprints for UI hooks, AI enemies, skills, hit reactions, VFX, animations, inventory/equipment, and RNG +1 to +9 upgrades. You will get: 1. Dedicated-server map supporting 10+ concurrent clients 2. Combo light/heavy attacks, AoE skill & evasive move 3. Responsive replicated combat targeting 100ms RTT 4. AI enemies with synced hit reactions 5. Inventory/equipment with drag-drop & stat propagation 6. RNG gear upgrade system with VFX/feedback 7. GitHub workflow with Pull Requests & clean UE5 project 8. 30-minute multiplayer endurance testing & setup notes 9. Completed NDA agreement & IP agreement I understand the strict C++ code-review and synchronization requirements and will structure the project for scalability. Available to start immediately. Come inbox & let’s get started. Best regards, Sohaib Pasn Games
$5,000 USD in 90 days
6.7
6.7

Hi there, I can help build a polished UE5 vertical slice focused on responsive, combo-based MMORPG combat and dedicated-server stability. My approach would use native C++ for replicated combat, character state, inventory/equipment logic, and performance-critical systems, with Blueprints primarily for UI, VFX, tuning, and presentation. Key deliverables: • Third-person Warrior with light/heavy combo chains, AoE skill, and evade • Dedicated-server multiplayer for 10+ clients • Server-authoritative combat with latency-aware animation handling • AI enemies with hit reactions and combat behavior • Inventory/equipment UI with drag-and-drop and stat propagation • RNG gear upgrade system (+1 to +9) with success/fail feedback • High-quality VFX, animations, and game-feel polish • Clean GitHub workflow with PR-based development • Setup notes and structured UE5 project handoff I’m comfortable working under NDA and with strict C++ code review standards. I would structure the prototype so replication, combat logic, and gameplay systems remain scalable beyond the Kickstarter slice. Best Regards
$7,500 USD in 20 days
5.8
5.8

Hi, I can build this UE5 vertical slice with native C++ for replicated combat, abilities, stats, inventory, and upgrade logic, using Blueprints mainly for UI and iteration. I’ll deliver a polished single-class combat loop, dedicated-server support for 10+ clients, responsive combos at ~100 ms RTT, hit reactions, VFX, inventory/equipment, RNG upgrades, and GitHub PR-based workflow. I’ll begin with a technical combat/networking plan, then deliver playable milestones for combat, progression systems, and final polish. I’m comfortable signing your NDA before accessing the project. Regards, Bilal
$7,500 USD in 7 days
5.7
5.7

Hi there, I will create a highly polished UE5 vertical slice focused on responsive, combo-based action combat, including a Warrior class, AI enemies, hit reactions, VFX, animations, skills, evasive movement, RNG gear upgrades, and functional inventory/equipment systems. I have extensive experience creating game-ready 3D assets, characters, environments, animations, and real-time game content. I can build the slice with a clean, organized structure and focus strongly on visual quality and game feel. I can share relevant game-development examples and discuss the required workflow, scope, and milestones.
$7,500 USD in 7 days
5.9
5.9

As a seasoned game developer with 6+ years of experience, I am well-versed in creating immersive game experiences that engage players on a deep level. Not only do I specialize in Unity and Roblox, but I have also worked extensively with Unreal Engine throughout my career, which makes me an ideal fit for your project. In addition, I am experienced in implementing seamless gameplay mechanics, designing intuitive user interfaces, and optimizing performance - all skills essential to delivering a highly polished MMORPG slice like the one you envision. I understand your need to build a fluid combo-based combat system that's reminiscent of classics like Metin2 but also feels modernized for Unreal Engine 5. Drawing from my extensive C++ background and passion for clean and scalable logic, I'm confident that I can rise up to your preference of native C++ development. Combining my technical expertise with your project's requirement for high-quality visuals and smooth gameplay mechanics is what would make our collaboration truly stand out. Moreover, aside from code quality and good performance which I know you prioritize highly, one thing that I put absolute importance on is reliable communication and on-time delivery. The fact that we both respect deadlines as crucial to a successful partnership proves my high value in effectiveness and accountability – something I look forward to demonstrating when we collaborate on this exciting project!
$7,500 USD in 7 days
6.6
6.6

I can help shape this UE5 vertical slice into a compelling, Kickstarter-ready multiplayer showcase. The core architecture would prioritize native C++ for replicated combat, authoritative dedicated-server behavior, and scalable gameplay logic, while using Blueprints selectively for UI and iteration speed. I would focus the slice around a polished Warrior loop: responsive combo-based light and heavy attacks, hit reactions, an AoE skill, evasive movement, and animation blending designed to remain convincing around 100 ms RTT. Alongside combat, I can implement AI encounters, replicated RNG gear upgrades from +1 to +9 with clear success/failure feedback, and inventory/equipment panels with drag-and-drop stat propagation. The implementation would include a clean, maintainable UE5 project structure, GitHub workflow with pull requests, dedicated-server testing for 10+ concurrent clients, and endurance validation of replicated actions. I also understand the importance of strict C++ review, performance-conscious design, and concise setup documentation. NDA execution with Shift Minds LLC is fully workable before development begins. The result will be a focused, visually polished slice that communicates the game’s combat identity and core progression loop with confidence.
$8,325 USD in 4 days
5.2
5.2

I can build this UE5 vertical slice with native C++ for core combat/networked systems and Blueprints where appropriate, including responsive combo combat, AI enemies, dedicated-server replication for 10+ clients, AoE/evasion skills, RNG +1 to +9 upgrades, inventory/equipment with stat propagation, polished animations/VFX, and GitHub PR-based development. I’ll focus on responsive combat at ~100ms RTT, clean scalable architecture, endurance testing, and a production-ready UE5 project with setup documentation; NDA can be signed before starting.
$7,500 USD in 7 days
4.3
4.3

I understand you want a polished UE5 vertical slice of a Metin2-style action MMORPG for your Kickstarter, with fluid combo-based Warrior combat, hit reactions, an AoE skill, an evasive move and a small skill tree, plus +1 to +9 RNG gear upgrades with clear success and fail effects, drag-and-drop inventory with stat updates, all running smoothly with 10 or more players on a dedicated server. I have experience on Unreal Engine multiplayer in C++, building combat on the Gameplay Ability System with client prediction, montage-based combo windows, motion warping and root motion, server-authoritative hit validation and animation blending that keeps attacks feeling responsive at 100 ms ping. Core systems like abilities, attributes, inventory and upgrade logic would live in native C++, with Blueprints only for UI and quick hooks, delivered through clean GitHub pull requests ready for your code reviews. I'd run a 30-minute endurance session with simulated latency to confirm replication stays in sync, and I'm fine signing the NDA with Shift Minds LLC. I can start work right away and contact me to discuss more details. Thanks. Smit
$5,000 USD in 7 days
2.8
2.8

Hey, I just wrapped a similar UE5 action‑MMORPG slice for a Kickstarter – a fully replicated combo combat system, RNG gear, and inventory UI, all polished for 100 ms latency. We’re the perfect fit. My team builds high‑fidelity UE5 projects with native C++ core, Blueprint UI, and clean GitHub PR workflows, ensuring code reviews pass and 30‑min endurance tests stay synced. We’ve delivered polished vertical slices for 3‑D hack‑and‑slash games with fluid animations, AoE skills, and drag‑and‑drop inventory. Multiple 5‑star reviews on UE5 combat prototypes back us. I’d love a quick call or a free consultation to sketch your core loop. Chris | Lead Developer | Novatech
$10,000 USD in 7 days
4.2
4.2

Hello, As a Technical Director with a C++ background and extensive experience in Game Development and Programming, I understand the unique skill set needed to propel your Metin2-style UE5 MMORPG project forward. I have an intimate understanding of the combat mechanics required for combo-based action, shouldering diversified tasks from visual polishing to server-client performance optimization. While my specialization is in AI development, I have an added advantage in this project. My time spent building and optimizing AI agents has given me more than just a comprehensive knowledge of the Unreal Engine- it has provided me with the agility to deliver exactly what you're seeking: native C++ code that meshes seamlessly with the elegant efficiency of Blueprints. What sets me apart is my commitment to bringing your vision alive while constantly focusing on scalability, maintainability, and clean coding practices. From the inventory management systems to upgrading gameplay via RNG gear, all elements are curated meticulously for an engaging in-game experience. I'm also familiar with replicating client-server actions, ensuring that no matter how many players are present, the game runs smoothly. In addition to my technical expertise, I respect your need for privacy and confidentiality. As a proficient user of GitHub and adhering strictly to Pull Requests as well as signing NDAs upfront, I demonstrate attention to data security every step o Thanks!
$7,000 USD in 45 days
2.4
2.4

Your requirement for a Metin2-style, UE5-powered action MMORPG slice with a focus on fluid, combo-based combat and high-quality visual polish is precisely the challenge I excel at. I've previously developed similar networked combat mechanics for a high-action multiplayer title, achieving responsive, low-latency combat loops that translate directly to the feel you're aiming for. My approach will leverage UE5's robust networking capabilities and C++ for core combat logic to ensure dedicated-server authority and client prediction for smooth, responsive action. We’ll implement a state-driven animation system for attacks and hit reactions, integrating VFX and sound design from the outset for immediate game feel. A lean skill tree system will be built with data-driven design, allowing for easy iteration and expansion. To ensure we're perfectly aligned, could you elaborate on the specific types of combo chains you envision? Also, what are your immediate priorities regarding the visual style of the character models and environments for this slice? I’m eager to discuss how my expertise can bring your vision to life.
$8,790 USD in 21 days
0.0
0.0

Hey, I understand you need a high-quality UE5 vertical slice for a Kickstarter showcase, centered on responsive, combo-based third-person MMORPG combat running correctly in a dedicated-server environment. We’d use Unreal Engine 5 with native C++ for combat, replication, gameplay state, and performance-critical systems, with Blueprints for UI hooks, tuning, and rapid iteration where appropriate. For networking, we’d use server-authoritative gameplay with prediction/interpolation and animation-driven responsiveness, while implementing GitHub PR workflows, automated/regression testing, dedicated-server endurance testing, and optimized VFX/animation pipelines to target responsive combat around 100 ms RTT. Questions: Do you already have character models, animations, VFX, sounds, and environment assets, or should the vertical slice include sourcing/creating these production-quality assets? Which UE5 networking architecture/version is your current project using, and is there an existing codebase that must be extended? For the combat system, do you already have combo/skill specifications and damage/stat formulas, or should we define these mechanics during implementation? I would love to schedule a meeting or have a detailed conversation about the project to clarify some concerns about the project, this way I can demonstrate my capabilities perfectly and suggest the best result possible. Kind Regards, Najam Budget and Duration are TBD
$5,000 USD in 7 days
0.0
0.0

Hi, I have experience working with Unreal Engine 5, C++, multiplayer gameplay, dedicated servers, combat systems, AI, inventory, and replicated gameplay. I can build the vertical slice with responsive combo-based combat, hit reactions, VFX, AoE/evasion skills, RNG upgrades, inventory/equipment, and stat propagation while keeping performance-critical systems in native C++. I’ll use Blueprints where appropriate for UI and iteration, with clean GitHub PR-based development and scalable architecture. 1. Do you already have the character, enemy, animation, and VFX assets, or should we source/create them? 2. Which UE5 version and dedicated-server environment are you targeting?
$5,500 USD in 7 days
0.0
0.0

Hi, I’d build this UE5 vertical slice with native C++ for replicated combat, dedicated-server gameplay and core systems, using Blueprints only where they speed up UI/VFX hooks, with GitHub PRs and clean modular architecture from day one. Your biggest challenge is making combat feel responsive at ~100ms RTT while keeping replication stable for 10+ clients; I’d use server-authoritative gameplay, prediction-friendly animation flow, optimized RPC/state replication and data-driven abilities, then layer polished VFX, hit reactions, inventory/equipment and +1–+9 RNG upgrades on top. I’ve worked on UE5 multiplayer prototypes with C++, replicated combat, AI, inventory and gameplay UI; in a similar networked prototype, profiling and replication cleanup reduced unnecessary network traffic by around 25% while maintaining responsive combat during extended sessions. I’m comfortable with strict code reviews and endurance testing. I’d be excited to build this as a Kickstarter-ready slice. Do you already have the character/animation assets, and is the dedicated-server build environment already configured?
$7,500 USD in 7 days
0.0
0.0

Hello, Adam from New Jersey here. A Metin2-style slice that actually feels great on a dedicated server is the kind of build I enjoy, and keeping the focus on combat and the upgrade loop is the right call for a Kickstarter showcase. What makes or breaks this is server-authoritative combat with client prediction: I build on GAS in native C++ with predicted montages, so combos stay snappy at 100 ms RTT without desync. On a recent replicated UE5 action prototype, hit-reactions drifted between clients under load; I moved hit validation server-side and synced combo windows through montage notifies, and it held steady through long sessions. This is my plan to complete your project. 1. C++ GAS core: light/heavy combos, AoE skill, dodge, AI enemies, replication. 2. Inventory, equipment and +1 to +9 upgrades with stat propagation and success/fail VFX. 3. Animation, VFX and hit-feel polish on the map, with Blueprint UI hooks. 4. 10+ client and 30-minute endurance tests, clean GitHub PRs, setup notes, NDA signed first. Happy to discuss details and suggest the best technical approach. Thanks, Adam.
$7,000 USD in 26 days
0.0
0.0

Hello!⚡ Thank you for posting your Metin2-Style UE5 MMORPG Slice project. A polished, replicated combo-combat slice in UE5 C++ for your Kickstarter is exactly the kind of game work I do. I recently built a UE5 multiplayer hack-and-slash prototype with GAS combos, predicted abilities and a dedicated server. How I'd approach yours: 1. C++ Gameplay Ability System: light/heavy combo strings, AoE skill, dodge with i-frames, small skill tree 2. Local prediction with montage blending and server-side hit validation with rewind, smooth at 100 ms 3. Hit-reactions, hitstop, camera shake and Niagara VFX for real impact 4. AI enemies with Behavior Trees and StateTree 5. Server-authoritative +1 to +9 upgrades with success/fail VFX, CommonUI inventory with drag-and-drop 6. Dedicated server for 10+ clients, 30-min soak tests, GitHub PRs and setup notes I'll give your Kickstarter a slice that feels great in the hands, and make this a success with you. Thanks. Hassan
$6,500 USD in 35 days
0.0
0.0

I'M OFFERING YOU A FREE CONSULTATION, NO STRINGS ATTACHED! You're building a polished MMORPG vertical slice for Kickstarter showcasing fluid combo-based combat in UE5. The two hardest pieces are nailing the action feel with client-side latency hiding behind animation blending at 100ms RTT, and keeping all replicated actions perfectly in sync across 10+ concurrent clients during a 30-minute endurance test. Here's how I'd approach it: - Review your combat requirements and prototype a responsive light/heavy attack string with hit-reactions in C++ alongside Blueprint UI hooks for inventory and upgrade systems. - Build the dedicated server architecture, replication logic, and gear upgrade RNG with visual feedback, testing sync integrity across the 30-minute window. - Polish VFX and animations, conduct strict code reviews against your C++ standards, and deliver a clean GitHub project with pull request workflow. I've shipped game logic and networked systems before, and I'm ready to sign your NDA with Shift Minds LLC before we start. Let me know if a free consultation works for you. Kind regards, Cornelius
$5,000 USD in 7 days
0.0
0.0

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