Game development on Unreal Engine & Unity
I'm currently building Gravelock — an online extraction shooter on Unreal Engine 5 with a dedicated server: all code in C++, my own backend, Perforce and a workflow for a team without a programmer. I take game projects both as the sole programmer and as reinforcement for a team.
What I do
- Gameplay in C++: character, gunplay, movement, inventory, states — no Blueprint spaghetti
- Multiplayer: replication, dedicated server built from engine source, deployed to a VPS
- Game backend: profiles, items, sessions, duplication protection — FastAPI + Docker
- UI from code: menus, settings, HUD, grid inventory
- Pipelines: Motion Matching, MetaHuman, audio, animation — integration and scripts
- Workflow: Perforce, Telegram notifications, editor builds for the team without Visual Studio
How I work
- 1
Scoping
You describe what you need; I ask questions and come back with a plan: stages, timeline, what I need from you.
- 2
Prototype
A working skeleton first, not a slide deck. You see how it works before everything is built.
- 3
Development
Short stages with visible results. Code in a repository, deployed to your server or mine.
- 4
Launch & support
Deployment, monitoring, documentation. Then support by agreement or a hand-over to your team.
Related cases
Real projects from the portfolio closest to this topic.
FAQ
Unreal or Unity?
Unreal for 3D, shooters and multiplayer, when you need visuals and networking out of the box. Unity for mobile, 2D and quick prototypes. I work with both; my main experience right now is Unreal 5 in C++.
We have artists but no programmer
That is exactly the situation I'm in on Gravelock: the team makes content in the editor, I do all the code, the server and the infrastructure.
Will you set up a dedicated server?
Yes. I build the server target from engine source for Linux, deploy it to a VPS and make it compatible with the launcher client.
Have a task?
Describe it in a few sentences and I'll tell you how to do it and how long it takes.