Private intake openQ3 2026 · 1–2 NDA slots

Architecture First Unreal Engine 5 Systems.

A private contract studio for studios that need senior GAS, multiplayer and networked combat work shipped under NDA, on time, and without leaks.

0+YRS UE5
0+SYSTEMS SHIPPED
0+STUDIOS SERVED
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Dossier — declassified outcomes

The files are sealed. The results aren’t.

Every engagement is under mutual NDA — names redacted, outcomes verifiable. Four representative files below.

NDA · ANONYMIZED
FILE 01 · ACTION RPG · CLIENT Nightfall Interactive

GAS combat overhaul — zero desync at launch.

Problem. A 3-person team built combat on character classes — no GAS, no replication strategy. Worked solo, broke at 2+ players. 10 weeks to Early Access.

Solution. Full GAS migration: ASC setup, 20+ abilities, attribute sets, multiplayer replication with prediction. Documentation and live test environment included.

OUTCOME

20+ abilities live · zero ability desync post-QA

UE5GASC++NETWORKING
NDA · ANONYMIZED
FILE 02 · OPEN WORLD · CLIENT Aurora Games

Inventory & progression — unblocked in 6 weeks.

Problem. Stuck in prototype hell for four months. No clear data model. No working save pipeline.

Solution. Modular inventory with equipment slots, loot tables, and a progression pipeline integrated with GAS attribute sets. Delivered foundation in 6 weeks.

OUTCOME

Project unblocked · MVP shipped on schedule

UE5BLUEPRINTGAS ATTRSDATA ASSETS
NDA · ANONYMIZED
FILE 03 · MP SHOOTER · CLIENT Ironline Std

Ability pipeline — publisher demo in 3 weeks.

Problem. Critical publisher demo in 3 weeks. No server authority — abilities fired client-side, damage unvalidated, desyncs every few minutes.

Solution. Rebuilt GAS pipeline as server-authoritative with client prediction. Latency compensation, rollback handling, clean separation. Demo shipped on time.

OUTCOME

Zero gameplay-critical desyncs · publisher demo successful

UE5GASNETWORKINGC++
NDA · ANONYMIZED
FILE 04 · ARCH AUDIT · CLIENT Vector North

Audit — 40% tick improvement, 30 hrs/wk saved.

Problem. Unmaintainable codebase. 30+ hrs/week lost to bug chasing. Heavy tick functions, Blueprint spaghetti calling C++ out of order. Performance degrading per feature.

Solution. Full Unreal Insights profiling pass, architectural review doc, prioritized refactor plan, and hotfix implementation. 3,000+ lines of dead code removed.

OUTCOME

~40% tick perf improvement · team back to shipping

UE5C++ PROFILINGINSIGHTSREFACTOR
Delivered early, flagged issues before I even noticed them. Easily the best contractor I've hired for UE5 work.
— Mihir P., Studio Lead · Indie Dev
GAS was a black box to us. He built the whole system and made sure our team actually understood it. Saved us months.
— Ethan R., Indie Developer
Capabilities

What I ship.

Private contract engagements only. All work NDA-protected, fully documented, handed off clean. No public portfolio, no shared codebases, no exceptions.

01FRAMEWORK

GAS Implementation

Full architecture of the Gameplay Ability System — built right the first time. Attribute sets, gameplay effects, ability blueprints, cues, and tag taxonomies designed around your game.

  • Ability framework design & full pipeline
  • GAS component integration (Lyra-compatible)
  • Multiplayer replication & prediction
  • Gameplay Tags taxonomy design
02COMBAT

Combat Systems

Melee, ranged, and ability-based combat frameworks built on GAS. Feels good to play, holds up in production. Hit detection, damage pipelines, team management, and visual feedback via Cues — all properly replicated.

  • Hit detection & multi-trace collision
  • Damage, shields & status effect stacks
  • VFX/SFX Cue integration pipeline
03SYSTEMS

Gameplay Systems

End-to-end gameplay features: inventory, questing, dialogue, crafting, progression. Modular C++ core, fully documented and Blueprint-friendly for your team to extend without touching internals.

  • Inventory, equipment & loot systems
  • Quest / progression & save/load
  • Wave spawners & game loop systems
04STRATEGY

Consulting & Audit

Strategy, not just code. Architect scalable systems before a line is written — or audit what you already have. Prevents costly refactors that kill momentum six months in. Deliverable: a prioritized fix plan your team can act on.

  • System architecture review & planning
  • Code audits, profiling & optimization
  • UE5 performance deep-dives (Unreal Insights)
  • Refactor roadmap with risk & effort scoring
  • Technical mentoring for your team
05GAS CORE · BASIC

GAS Base Setup

Production-ready Gameplay Ability System foundation — attribute sets, default abilities, gameplay effects, cues, and replication wired correctly from day one. The boilerplate done right, so your team builds on solid ground.

  • Attribute set: Health, Shield, Mana / Stamina
  • Regen, damage & clamping gameplay effects
  • AbilitySystemComponent on Player & AI pawns
  • Replication modes (Mixed / Full / Minimal)
  • Gameplay Tags taxonomy & cue routing
  • Death, respawn & revival flow
06GAS WEAPONS · PRO

GAS Weapon System

Modular weapon framework on GAS — hitscan, projectile, and melee from one base. Fire modes, ammo, reload, recoil, and damage pipelines fully replicated with prediction. Drop-in new weapons via data assets, no engineer required.

  • Weapon base class + data-driven loadouts
  • Hitscan, projectile, melee trace abilities
  • Fire modes: single, burst, auto, charged
  • Ammo, reload, equip / unequip flow
  • Recoil, spread & client-side prediction
  • Damage execution calc & armor / shield pipeline
// FOCUS — WHAT I DON'T DO

A systems studio, not a full-service shop.

I build
  • Gameplay code & systems architecture
  • GAS, multiplayer, networked combat
  • Tools, pipelines, save systems
  • UI / UX implementation (logic, not visual design)
I don't build
  • Art, materials, shaders authoring
  • Animation programming or rigging
  • Level design or environment art
  • VFX authoring & particle work
  • Visual UI design (I partner with your designers)

This is a deliberate focus — not a gap. It's why the code work is fast, clean, and shipped on schedule. If you need art-side talent, tell me or bring your own team.

TOOLCHAIN UE 4.27 – 5.8 · UE6 C++17 / 20 · Blueprint GAS · Lyra · CommonUI RepGraph · Prediction · EOS / Steam Perforce / Git LFS · CI
Protocol

From brief to shipped.

A clear, low-friction sequence designed around busy studios and fast-moving projects.

01
30 MINPHASE 01

Discovery Call

Talk through scope, technical requirements, timeline, and budget. I ask the right questions and give a straight answer on whether it's a fit. No sales pitch.

02
45 MIN · FREEPHASE 02

Live Teardown Call

Screen-share on your actual project. I run Unreal Insights live and narrate what I find — bottlenecks, architecture risks, what I'd fix first. No cost, no obligation.

03
1–2 DAYSPHASE 03

Scoping & Proposal

A written proposal with deliverables, milestones, timeline, and fixed or hourly rate. No vague estimates. You know exactly what you're getting and when.

04
PROJECTPHASE 04

Build & Iterate

Async-first, with progress updates at each milestone. You get working builds to test, not just commits. Blockers flagged early, scope changes handled cleanly.

05
+2 WEEKSPHASE 05

Handoff & Support

Full documentation, code walkthrough, and a 2-week post-handoff window for questions and minor adjustments. Your team inherits clean systems — not a black box.

Field notes

Proof in the writing.

Public technical write-ups from real production audits — the clearest signal of how I think about UE5 systems, with nothing under NDA.

Engagement

Scope, terms, contact.

A ladder from a free teardown to embedded ownership — prices below are the anchors, final scope set on the call. Mutual NDA available before any detail is shared.

Right fit: private studios needing a system owned end-to-end · publishers pre-milestone · indie teams stuck on GAS or multiplayer · senior sub-contract partners.

Get in touch

Confidential enquiries only.

Quick answers

What's your rate?

Fixed-price engagements, laid out in the ladder above — $750 for a 2-day diagnostic, $2,400 for a 5-day fix sprint, from $9,600 for a full system build. Retainers are monthly. Hourly rate available on request — quoted on the call. Final scope set there too, no surprises.

Do you sign NDAs?

Yes, always. Most of my work is confidential by default. Client IP handled with full discretion — zero IP disputes to date.

What timezone are you in?

IST (UTC+5:30), with overlap calls scheduled for US, EU, and AU teams. Communication is never a bottleneck.

Can you join an existing codebase?

Yes. I ramp into existing projects quickly — a short codebase review call sets the baseline. Usually productive within the first few days.

How do milestones and payments work?

Milestone-based for fixed projects: deposit upfront, then payments tied to defined deliverables. Hourly work billed weekly. Full transparency.

Do you work on Lyra-based projects?

Yes. Hands-on experience with Lyra — GAS integration, weapon systems, input configs, modular gameplay features built on top.

What if I need changes after handoff?

A 2-week support window is included post-delivery for bug fixes and minor adjustments. Larger scope changes are scoped and priced separately.

Can you work with a small indie team?

Absolutely — some of my best work has been with 1–3 person teams. Light comms, documented everything, your team continues independently.

Start a Confidential Brief