UE5 Console FPS Multiplayer Prototype
Budget / Salary$250–750
TypeFreelance project
LocationRemote
Posted1 hour ago
I’ll hand you a clear concept doc and video references; what I need back is a rock-solid Unreal Engine 5 prototype that my team can expand without fear of breaking replication.
Core requirements
• First-person shooter feel, fully networked. Movement, aiming, firing, and basic interactions must replicate cleanly in authority-sensible fashion (server authoritative where appropriate).
• Runs smoothly on current-gen consoles, keeping realistic graphics in mind—sensible LODs, proper scalability settings, and performance budgeting.
• One playable map that showcases the loop: spawn, navigate, engage, respawn. Realistic lighting and materials, but nothing overly time-consuming; the focus is functionality with convincing visuals.
• Lightweight matchmaking or a listen-server flow so two or more players can join each other without touching back-end services. Menus or console commands are fine as long as the steps are documented.
• Implementation can be pure Blueprints, pure C++, or a clean hybrid. Either way, keep the graph/code readable, commented, and organized in folders so my designers can drop new mechanics in effortlessly.
Deliverables
1. UE5 project folder with compiled binaries and all assets.
2. Replicated character controller blueprint/C++ class.
3. Playable map with realistic environment assets and collision.
4. Simple matchmaking or listen-server setup integrated into the main menu level.
5. PDF/Markdown notes that outline project structure, network authority decisions, and step-by-step guidance on adding future abilities, weapons, or game modes.
I’ll test by hosting from a retail console, joining from another, and confirming smooth replication, 60 FPS target, and clear documentation. Let’s build a foundation my team can trust.
Core requirements
• First-person shooter feel, fully networked. Movement, aiming, firing, and basic interactions must replicate cleanly in authority-sensible fashion (server authoritative where appropriate).
• Runs smoothly on current-gen consoles, keeping realistic graphics in mind—sensible LODs, proper scalability settings, and performance budgeting.
• One playable map that showcases the loop: spawn, navigate, engage, respawn. Realistic lighting and materials, but nothing overly time-consuming; the focus is functionality with convincing visuals.
• Lightweight matchmaking or a listen-server flow so two or more players can join each other without touching back-end services. Menus or console commands are fine as long as the steps are documented.
• Implementation can be pure Blueprints, pure C++, or a clean hybrid. Either way, keep the graph/code readable, commented, and organized in folders so my designers can drop new mechanics in effortlessly.
Deliverables
1. UE5 project folder with compiled binaries and all assets.
2. Replicated character controller blueprint/C++ class.
3. Playable map with realistic environment assets and collision.
4. Simple matchmaking or listen-server setup integrated into the main menu level.
5. PDF/Markdown notes that outline project structure, network authority decisions, and step-by-step guidance on adding future abilities, weapons, or game modes.
I’ll test by hosting from a retail console, joining from another, and confirming smooth replication, 60 FPS target, and clear documentation. Let’s build a foundation my team can trust.
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