The build only works on one machine.
Packaging is done by hand, iteration takes hours and nobody trusts the build. Every milestone build becomes a last-minute job.
Module Forge is a remote team of ten who build in Unreal Engine 5. Put one of us in your team, two to four on a milestone, or the whole studio on a vertical slice or a smaller game.
Most of our work starts with one of these problems. We usually join a team that is already in production and needs it fixed without stopping development.
We start by reading your build, your profiler captures and your bug tracker.
Packaging is done by hand, iteration takes hours and nobody trusts the build. Every milestone build becomes a last-minute job.
Replication bugs, rubber-banding and bandwidth spikes show up right before playtests, when the architecture is hardest to change.
Content keeps landing and nobody owns performance. Profiling starts a few weeks before launch.
Book one discipline or several. Each has an owner on the team, and you deal with that person directly.
Gameplay systems in UE5 C++ and Blueprints, from the first playable to features designers can tune without a programmer.
Netcode and online services, planned in from the start or retrofitted, plus the backend behind them.
Materials, VFX and lighting that look right and still hold the frame budget on your target hardware.
Engine-ready characters, props and environments, built to your style guide, naming rules and polygon budgets.
Build infrastructure that compiles every change and packages the game automatically, plus the editor tools your team works in.
NPC behaviour that designers can read and tune, and language models only where they add something to the game.
Systems, levels and menus that players understand, written down so the whole team builds the same thing.
Milestones, scope and releases kept visible, from the first sprint to post-launch patches.
Test plans, automated checks on every nightly and bug reports a programmer can act on.
The services your game calls and the web around it, built in JavaScript: game backends, launchers, player portals, LiveOps dashboards and studio websites.
Start with one specialist and add people as the project grows, or hand us a clearly scoped piece of the game with milestones.
One senior developer joins your standups and works in your codebase. Useful when one discipline is missing or a deadline needs more hands.
Two to four people from different disciplines on one goal: a feature, a milestone, a multiplayer rebuild or a project that has slipped.
We take a prototype, a vertical slice, a tool or a smaller complete game and deliver it in milestones, each with a playable build.
A fixed-scope review of code, performance, networking or the build pipeline, ending with a prioritised list of fixes your team can act on.
Each milestone ends with a build you can play, profile and judge for yourself.
If the scope is unclear, we start with a short paid discovery or an audit. Clearly defined tasks skip this step.
Engine version, team, timeline, budget and the problem. We reply with questions or a staffing proposal, or tell you we are the wrong team.
Code and project review, risks, milestones, acceptance criteria and the names of the people doing the work.
Tasks in your tracker, code review on every merge and a QA pass before each build reaches you.
Release, patches and LiveOps support, then a handover of code, tools and documentation.
A build farm that produces a playable build every night, NPCs that answer players within limits your designers set, and bots that play the nightly build before the team arrives.
Discuss automationModule Forge was founded and is led by David, its lead developer. You can book one of us or all ten.
Need two people in one discipline? Tell us early and we will check whether we can staff it.
Started Module Forge and is accountable for the technical quality of every engagement. Still writes gameplay and engine code in UE5 C++.
Works on replication, client prediction, dedicated servers, and EOS and Steam sessions.
Builds backend services, APIs and websites in JavaScript, from the accounts and progression a game calls to launchers, portals and dashboards.
Builds materials, Niagara effects and lighting, and profiles them with Unreal Insights until they fit the frame budget.
Models characters, props and environments to your style guide and budgets, then rigs and animates them for the engine.
Writes editor tools, Python scripts and BuildGraph pipelines, and looks after the build farm that produces the nightly.
Builds NPC behaviour with StateTree, Behavior Trees and EQS, plus LLM dialogue prototypes and automation for studio workflows.
Designs systems, levels and menus, writes the design docs and runs the playtests that check them.
Plans milestones, sprints and releases, and keeps the scope visible to everyone on the project, including you.
Writes test plans, Gauntlet and functional tests, runs regression passes and files bugs with steps, build number and logs.
Anything else? Email hello@moduleforge.studio.
Yes. You can hire Unreal Engine developers from us part-time or full-time; they work in your repository, tracker and chat.
Unreal Engine 5 is our main engine, in C++ and Blueprints. Ask us about Unity or Godot work; whether we take it depends on who is free and what the project needs.
Yes, we sign your NDA before we look at your project. Code, assets and documents we make for you belong to you once the invoice is paid. Tools we owned before the project stay ours, and you get a perpetual licence to use them in your game.
We only use the accounts and permissions you give us, with two-factor authentication everywhere, and follow your security policy if you have one. Access is removed when the engagement ends.
PC, on Steam and the Epic Games Store, by default. For console projects we work under your platform agreements and on your devkits; tell us the platforms and we confirm what we can cover before we quote.
Embedded and strike-team work is priced per person, by the day or the month. Audits are fixed price, and clearly scoped milestones can be. You get a written quote after the first call.
It depends on who you need. Our first reply tells you who is free and from which date.
We are a remote team spread across time zones. For each engagement we agree working hours that overlap with your team's day, so you always have a developer online when you need one.
Only where you approve it in writing. Your code, assets and data are never used to train third-party or general-purpose AI models. Any model we train for your game, such as a bot policy, belongs to you.
Yes, when it uses the same skills: Unreal Engine for configurators, training simulations and virtual production, and automation or AI work for software teams.
Meet David, Module Forge's founder, for a 30-minute call about your project. Tell us what you are building and what you want to discuss.
David's usual hours are 10:00 to 22:00 Central European Time (CET, Budapest). Days off and existing bookings are already left out.
Prefer to write first? Send a project brief.
Send the engine version, where the project is, the team you have and the gap you need filled. Within two business days we reply with who we would put on it and any questions we still have.
Rather talk it through? Schedule a 30-minute call.