UE5 Team for Original Action Brawler
Budget / Salary$30–250
TypeFreelance project
LocationRemote
Posted2 hours ago
UE5 Game Development Team Needed — 3D Action Brawler (No AI)
Project: RoughHouse | Engine: Unreal Engine 5 | Platform: PC initially
Type: Long-term, milestone-based | Roles: Gameplay Programmer, 3D Character Modeler, Character Animator, Environment Artist
About the Project
RoughHouse is an original 3D action brawler inspired by the close-range combat, target switching, team battles, and movement freedom of Urban Reign. It will feature original fighters, arenas, and a distinctive visual identity.
We start with a two-character prototype, then expand into original art, advanced combat, and rollback multiplayer.
## Roles and Responsibilities
1. UE5 Gameplay Programmer (C++ / Blueprints)
- Set up modular UE5 architecture, inputs, version control, and debugging.
- Implement 3D movement, facing, evasion, collision, targeting, and combat camera.
- Build attacks, hit detection, damage, attack frames, defenses, reactions, knockdowns, combos, launchers, and juggling.
- Integrate animations, hit-stop, and reusable combat components.
- Research and later implement rollback netcode: fixed-step simulation, input prediction, state capture/restore, correction, re-simulation, and synchronization tests.
- Compare custom, existing, and hybrid rollback options and their risks.
2. 3D Character Modeler
- Create two original stylized fighters with distinctive silhouettes and fighting identities.
- Deliver animation-ready models, clean topology, UVs, textures, and UE5-compatible materials.
- Optimize assets and coordinate with the animator and programmer.
3. Character Animator
- Produce hand-authored idle, locomotion, attack, block, dodge, hit reaction, knockdown, and recovery animations.
- Develop combo transitions, launches, aerial follow-ups, expressive key poses, anticipation, and impact timing.
- Collaborate on UE5 animation integration and stylized effects such as smears, afterimages, and impact frames.
4. Environment Artist
- Design an original combat test arena with functional collision, readable space, lighting, props, and optimized materials.
- Build an atmospheric setting suited to a stylized street brawler.
- Plan for possible future wall interactions, interactive props, and additional arenas.
Gameplay Vision
Core combat should emphasize responsive controls, target switching, combos, defense, launchers, knockdowns, and expressive feedback. Multi-opponent fights and environmental interactions may follow.
Rollback networking is a key goal. Standard UE5 replication alone is not enough. Programmers must understand input prediction, state restoration, reproducibility, latency, and packet loss.
## Development Milestones
M1 — Technical Foundation: Organized UE5 project, basic movement and camera, placeholder characters, simple combat demonstration, rollback technical proposal, and setup documentation. Initial programmer budget: $500 fixed. Full rollback implementation is not included.
M2 — Two-Character Combat Prototype:** Two playable character setups, attacks, defensive actions, hit detection, damage, combos, launchers, hit reactions, knockdowns, and a functional test arena.
M3 — Original Art and Animation:** Two original models, rigs, core animation sets, integrated combat feedback, stylized smear/afterimage effects, and improved environment presentation.
M4 — Multiplayer and Polish:** Implement the approved rollback approach, test latency/packet loss and synchronization, tune combat/animation, optimize performance, and provide final documentation.
Milestone 2–4 scope, pricing, dependencies, and deadlines will be negotiated separately. Apply for one role or a combination.
Strict No-Generative-AI Requirement
No AI-generated code, artwork, models, textures, animation, VFX, audio, design documents, or technical documentation. AI coding and content-generation tools (including Claude Code, ChatGPT, Copilot, and Cursor AI features) cannot be used to create or modify deliverables.
Conventional tools such as UE5, Blender, Maya, ZBrush, and non-generative workflows are welcome. Disclose any third-party assets/plugins and obtain approval before use.
What to Submit
State your role, relevant experience, personal portfolio contributions, approach, availability, schedule, and fee. Programmers should briefly explain their intended rollback architecture and the main UE5 risks. Confirm compliance with the no-AI policy.
We value craftsmanship, clean handoffs, clear communication, and developers and artists who enjoy building original fighting games.
Project: RoughHouse | Engine: Unreal Engine 5 | Platform: PC initially
Type: Long-term, milestone-based | Roles: Gameplay Programmer, 3D Character Modeler, Character Animator, Environment Artist
About the Project
RoughHouse is an original 3D action brawler inspired by the close-range combat, target switching, team battles, and movement freedom of Urban Reign. It will feature original fighters, arenas, and a distinctive visual identity.
We start with a two-character prototype, then expand into original art, advanced combat, and rollback multiplayer.
## Roles and Responsibilities
1. UE5 Gameplay Programmer (C++ / Blueprints)
- Set up modular UE5 architecture, inputs, version control, and debugging.
- Implement 3D movement, facing, evasion, collision, targeting, and combat camera.
- Build attacks, hit detection, damage, attack frames, defenses, reactions, knockdowns, combos, launchers, and juggling.
- Integrate animations, hit-stop, and reusable combat components.
- Research and later implement rollback netcode: fixed-step simulation, input prediction, state capture/restore, correction, re-simulation, and synchronization tests.
- Compare custom, existing, and hybrid rollback options and their risks.
2. 3D Character Modeler
- Create two original stylized fighters with distinctive silhouettes and fighting identities.
- Deliver animation-ready models, clean topology, UVs, textures, and UE5-compatible materials.
- Optimize assets and coordinate with the animator and programmer.
3. Character Animator
- Produce hand-authored idle, locomotion, attack, block, dodge, hit reaction, knockdown, and recovery animations.
- Develop combo transitions, launches, aerial follow-ups, expressive key poses, anticipation, and impact timing.
- Collaborate on UE5 animation integration and stylized effects such as smears, afterimages, and impact frames.
4. Environment Artist
- Design an original combat test arena with functional collision, readable space, lighting, props, and optimized materials.
- Build an atmospheric setting suited to a stylized street brawler.
- Plan for possible future wall interactions, interactive props, and additional arenas.
Gameplay Vision
Core combat should emphasize responsive controls, target switching, combos, defense, launchers, knockdowns, and expressive feedback. Multi-opponent fights and environmental interactions may follow.
Rollback networking is a key goal. Standard UE5 replication alone is not enough. Programmers must understand input prediction, state restoration, reproducibility, latency, and packet loss.
## Development Milestones
M1 — Technical Foundation: Organized UE5 project, basic movement and camera, placeholder characters, simple combat demonstration, rollback technical proposal, and setup documentation. Initial programmer budget: $500 fixed. Full rollback implementation is not included.
M2 — Two-Character Combat Prototype:** Two playable character setups, attacks, defensive actions, hit detection, damage, combos, launchers, hit reactions, knockdowns, and a functional test arena.
M3 — Original Art and Animation:** Two original models, rigs, core animation sets, integrated combat feedback, stylized smear/afterimage effects, and improved environment presentation.
M4 — Multiplayer and Polish:** Implement the approved rollback approach, test latency/packet loss and synchronization, tune combat/animation, optimize performance, and provide final documentation.
Milestone 2–4 scope, pricing, dependencies, and deadlines will be negotiated separately. Apply for one role or a combination.
Strict No-Generative-AI Requirement
No AI-generated code, artwork, models, textures, animation, VFX, audio, design documents, or technical documentation. AI coding and content-generation tools (including Claude Code, ChatGPT, Copilot, and Cursor AI features) cannot be used to create or modify deliverables.
Conventional tools such as UE5, Blender, Maya, ZBrush, and non-generative workflows are welcome. Disclose any third-party assets/plugins and obtain approval before use.
What to Submit
State your role, relevant experience, personal portfolio contributions, approach, availability, schedule, and fee. Programmers should briefly explain their intended rollback architecture and the main UE5 risks. Confirm compliance with the no-AI policy.
We value craftsmanship, clean handoffs, clear communication, and developers and artists who enjoy building original fighting games.
Apply on Freelancer →
Project sourced from Freelancer.com. Applications happen directly on the original platform — we never collect your data.