Death Day Battle Royale Creation
Budget / Salary$5,000–10,000
TypeFreelance project
LocationRemote
Posted1 hour ago
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.
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.
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