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Unreal Engine features, built properly in C++.

I implement gameplay systems, tools and engine-level features in Unreal Engine C++ for studios. I also build real-time digital twins and architectural walkthroughs for businesses outside games.

Unreal Engine Development, part of Games, 3D & Interactive

Sound familiar?

  • Your team has a backlog of gameplay features and tools but no spare C++ capacity.
  • Blueprint-only systems have become slow and impossible to maintain.
  • You need an interactive 3D walkthrough or digital twin, not a pre-rendered video.
  • Previous contractors delivered code that didn't follow your project's conventions.

Who it's built for

  • Indie and mid-size game studios needing C++ contract capacity
  • Architecture, real-estate and construction firms needing interactive visualization
  • Industrial companies exploring digital twins and training simulations

Built by someone who ships

I build and run production software myself, from pricing engines to automation platforms. Your build gets the same care: tested before real customers touch it, monitored after.

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.

What you get

  • Merged, reviewed C++ features in your project
  • Blueprint-friendly APIs for designers
  • Documentation of how each system works and how to extend it
  • Notes on performance and edge cases

What it costs

from $2,900 per sprint for the Feature Sprint, live in 1–2 week sprints.

The final number depends on your integrations, users and data. We scope it together on a 20-minute call, and you get a fixed price in writing before any work starts. It doesn't change unless you change the scope.

Get a price range for your project

How the build runs

  1. Brief & codebase review

    I read your project's structure, conventions and the feature brief before writing code.

  2. Implement

    C++ systems with clean interfaces, exposed to Blueprints for designers.

  3. Pull request

    A PR with a description, test steps and the reasoning behind design decisions.

  4. Iterate on review

    Feedback from your leads addressed promptly until merged.

Built with tools like Unreal Engine 5, C++, Blueprints, Gameplay Ability System, Enhanced Input, Niagara, Git, Perforce.

Questions owners ask

Can you work inside our existing project and workflow?

Yes. I work on your repository, follow your branching and review process, and write PR descriptions that make review fast. I've delivered C++ feature tasks for studios through exactly this kind of brief → branch → PR → review loop.

Do you do non-game Unreal work?

Yes. Interactive architectural walkthroughs, product visualizations and digital twins of real facilities are a growing share of Unreal projects, and the same C++ skills apply.

Do you work hourly or fixed price?

Studio feature work is usually done in hourly or weekly sprints. Self-contained visualization projects can be fixed price.

Often paired with

Want this quoted for your business?

You'll get a reply within 1 business hour, from me, with questions or a first plan and price.