C++ capacity for your Unreal project
Most Unreal teams don’t lack ideas. They lack engineering hours. Features sit in the backlog because the people who can write solid C++ are busy shipping the next milestone. I work as an extra pair of hands that fits into your existing workflow:
- Clear briefs agreed up front.
- Work on your repository, following your branching model.
- Pull requests that explain what changed and why, which makes review fast for your leads.
Typical tasks include:
- Gameplay systems: abilities, interaction systems, inventory, AI behaviors, save systems.
- Performance work: moving hot Blueprint logic to C++, profiling and optimizing frame time.
- Tools: editor utilities and custom editors that make designers faster.
Real-time 3D beyond games
Unreal Engine is now a visualization platform for whole industries:
- Architecture & real estate: interactive walkthroughs where buyers change finishes, see the view from any unit, or explore a building that doesn’t exist yet.
- Digital twins: real-time 3D models of factories, warehouses or sites, connected to live data for monitoring and training.
- Product visualization: high-fidelity configurators and showroom experiences.
For web-based 3D, where a lighter experience that runs in any browser is a better fit, see 3D product configurators.
Engineering that matches your conventions
The fastest way to lose time with a contractor is code that doesn’t look like the rest of your project. I start every engagement by reading your codebase’s patterns, naming and module structure, and I match them. The goal is code your team would have written themselves, if they’d had the time.
How engagements are structured
- Studio feature work. Typically billed in one- or two-week sprints at an agreed rate. You get a predictable cost for a defined backlog slice, and I adapt to your sprint cadence and review schedule.
- Visualization projects (walkthroughs, configurators, digital twin prototypes). Usually fixed price after a short discovery that covers:
- source assets and CAD/BIM formats
- the target hardware or pixel streaming setup
- the level of interactivity required
In both cases, communication is asynchronous-first: written updates, clear PRs and short calls when decisions are needed. This fits studios across time zones without adding meeting overhead to your leads’ week.
Good fits and bad fits
Good fits:
- Self-contained gameplay or tools features with a clear brief and an owner on your side to review.
- Performance work on known hot spots.
- Prototypes for new mechanics.
- Visualization projects with defined source assets.
Bad fits:
- Open-ended “make the game fun” work without design ownership.
- Art-heavy tasks better suited to a technical artist.
I’ll tell you up front if a request is outside what I do best, and suggest who might be a better match.
