Private intake openQ2 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
1 DAY · FREE · IF NEEDEDPHASE 02

Free Project Review

If the call surfaces open questions, send the project over — I spend a day in it and come back with the issues I found and concrete optimization tips. 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.

Five ways to engage — anchors below, final scope and rate set on the discovery 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?

Hourly and fixed-project pricing both available. Final rate depends on scope and complexity — discussed during the discovery call. 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