Taking on new projects

Unreal Engine developers for your team.

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.

  • Unreal Engine 5 · C++
  • 1 to 10 people
  • Fixed-price audits
Common problems

Where Unreal projects usually get stuck

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.

01

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.

Automated builds, tests and packaging
02

Multiplayer was bolted on late.

Replication bugs, rubber-banding and bandwidth spikes show up right before playtests, when the architecture is hardest to change.

Replication planned per actor, tested under latency
03

The frame budget is already gone.

Content keeps landing and nobody owns performance. Profiling starts a few weeks before launch.

Profiling, budgets and scalability targets

Unreal Engine development services

Book one discipline or several. Each has an owner on the team, and you deal with that person directly.

GAMEPLAY

Gameplay and engine programming

Gameplay systems in UE5 C++ and Blueprints, from the first playable to features designers can tune without a programmer.

  • Gameplay Ability System, combat and character movement
  • Interaction, inventory and save systems
  • Engine modules, plugins and source changes
  • Blueprint to C++ refactoring
MULTIPLAYER

Multiplayer and online services

Netcode and online services, planned in from the start or retrofitted, plus the backend behind them.

  • Replication, client prediction and lag compensation
  • Dedicated server builds and deployment
  • Sessions and lobbies with EOS or Steamworks, plus matchmaking
  • Accounts, progression and backend APIs
  • Network profiling with Networking Insights
TECH ART

Technical art and performance

Materials, VFX and lighting that look right and still hold the frame budget on your target hardware.

  • Materials, shaders and Niagara VFX
  • Lumen, Nanite and World Partition setup
  • CPU, GPU and memory profiling
  • Scalability settings and optimisation passes
3D ART

3D art and animation

Engine-ready characters, props and environments, built to your style guide, naming rules and polygon budgets.

  • Characters, props and environment art
  • Rigging, animation and retargeting
  • Texturing, LODs and asset optimisation
PIPELINE

Build pipelines and tools

Build infrastructure that compiles every change and packages the game automatically, plus the editor tools your team works in.

  • BuildGraph CI on Horde, Jenkins, TeamCity or GitHub Actions
  • Editor utilities, plugins and Python scripting
  • Perforce or Git LFS setup and branching
  • Packaging, crash reporting and Steam uploads
GAME AI

Game AI

NPC behaviour that designers can read and tune, and language models only where they add something to the game.

  • StateTree, Behavior Trees, EQS and Smart Objects
  • LLM-driven dialogue with filters and fallback lines
  • Bots for automated playtesting
  • Automation for studio workflows
DESIGN

Game design and UX

Systems, levels and menus that players understand, written down so the whole team builds the same thing.

  • Systems, economy and progression design
  • Level blockouts and pacing
  • Menus and HUD in UMG and CommonUI
PRODUCTION

Production and LiveOps

Milestones, scope and releases kept visible, from the first sprint to post-launch patches.

  • Milestone plans, backlog and Jira
  • Release and patch planning
  • Live events and content updates
QA

QA and test automation

Test plans, automated checks on every nightly and bug reports a programmer can act on.

  • Smoke tests and regression passes
  • Automated functional and Gauntlet tests
  • Performance and stability soak tests
  • Bug triage in your tracker
BACKEND & WEB

Backend, APIs and web

The services your game calls and the web around it, built in JavaScript: game backends, launchers, player portals, LiveOps dashboards and studio websites.

  • REST APIs for accounts, progression and inventories
  • Launchers, player portals and LiveOps dashboards
  • Game and studio websites
Outside games

We also take Unreal and automation work from outside games.

Real-time 3D and simulationUnreal Engine for product configurators, training simulations and virtual production.
Web apps and backendThe same account, telemetry and dashboard services we build for live games, for non-game products.
AutomationPython automation, bots and data pipelines between business systems.
LLM featuresRetrieval and agent workflows with logging, cost limits and human review.
Ways to work with us

From one developer to the full team

Start with one specialist and add people as the project grows, or hand us a clearly scoped piece of the game with milestones.

Probably not a fit: unpaid or revenue-share-only work, or projects that copy another studio's IP.
Discuss an engagement
01

Embedded specialist

One senior developer joins your standups and works in your codebase. Useful when one discipline is missing or a deadline needs more hands.

1 person · part-time or full-time
02

Strike team

Two to four people from different disciplines on one goal: a feature, a milestone, a multiplayer rebuild or a project that has slipped.

2–4 people · one goal
03

Co-development

We take a prototype, a vertical slice, a tool or a smaller complete game and deliver it in milestones, each with a playable build.

Full team · milestones
04

Technical audit

A fixed-scope review of code, performance, networking or the build pipeline, ending with a prioritised list of fixes your team can act on.

Fixed scope · written report
Process

How a project runs

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.

01 · BRIEF

Send the brief and the goal

Engine version, team, timeline, budget and the problem. We reply with questions or a staffing proposal, or tell you we are the wrong team.

02 · SCOPE

Agree what gets built

Code and project review, risks, milestones, acceptance criteria and the names of the people doing the work.

03 · BUILD

Play each milestone

Tasks in your tracker, code review on every merge and a QA pass before each build reaches you.

04 · SHIP

Launch and support

Release, patches and LiveOps support, then a handover of code, tools and documentation.

Unreal
Engine 5
C++
& Python
BuildGraph
& Horde
Steamworks
& EOS
Perforce
& Git
Dedicated
servers
Automation and game AI

What we leave running on your project

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 automation

Continuous build pipeline

Every change is compiled and checked, and a cooked build is ready for the team and for QA each morning.

Nightly
01
Change submittedA Perforce changelist or Git push starts the pipeline
Trigger
02
Compile, cook and packageBuildGraph and UAT on dedicated build agents
Build
03
Automated testsGauntlet and functional tests on the packaged build
Test
04
DistributeSteam beta branch, internal launcher and crash reports
Deploy
The team

Who you would work with

Module 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.

FOUNDER

David

Founder & Lead Developer

Started Module Forge and is accountable for the technical quality of every engagement. Still writes gameplay and engine code in UE5 C++.

  • Technical direction
  • UE5 C++
  • GAS
  • Engine modules

Yura

Multiplayer & Online Engineer

Works on replication, client prediction, dedicated servers, and EOS and Steam sessions.

  • Replication
  • Dedicated servers
  • EOS
  • Steamworks

Frank

Backend & Web Engineer

Builds backend services, APIs and websites in JavaScript, from the accounts and progression a game calls to launchers, portals and dashboards.

  • JavaScript
  • Node.js
  • REST APIs
  • Web apps

George

Technical Artist

Builds materials, Niagara effects and lighting, and profiles them with Unreal Insights until they fit the frame budget.

  • Materials & HLSL
  • Niagara
  • Lumen & Nanite
  • Profiling

Emili

3D Artist & Animator

Models characters, props and environments to your style guide and budgets, then rigs and animates them for the engine.

  • Blender
  • Maya
  • Substance
  • Rigging

Andrew

Build & Tools Engineer

Writes editor tools, Python scripts and BuildGraph pipelines, and looks after the build farm that produces the nightly.

  • BuildGraph
  • Horde
  • Python
  • Perforce
  • Editor tools

Vish

AI & Automation Engineer

Builds NPC behaviour with StateTree, Behavior Trees and EQS, plus LLM dialogue prototypes and automation for studio workflows.

  • StateTree
  • EQS
  • LLMs
  • Python

Jana

Game & UX Designer

Designs systems, levels and menus, writes the design docs and runs the playtests that check them.

  • Systems design
  • Level design
  • UMG
  • CommonUI

Timi

Producer

Plans milestones, sprints and releases, and keeps the scope visible to everyone on the project, including you.

  • Jira
  • Release planning
  • LiveOps

Jordan

QA & Test Automation Engineer

Writes test plans, Gauntlet and functional tests, runs regression passes and files bugs with steps, build number and logs.

  • Test plans
  • Gauntlet
  • Regression
  • Soak tests
  • Bug triage
FAQ

Questions studios ask us first

Anything else? Email hello@moduleforge.studio.

Can we hire a single Unreal Engine developer?

Yes. You can hire Unreal Engine developers from us part-time or full-time; they work in your repository, tracker and chat.

Which engines do you work with?

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.

Do you sign NDAs, and who owns the work?

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.

How do you handle our source code and data?

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.

Which platforms do you work on?

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.

How do you price work?

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.

How fast can you start?

It depends on who you need. Our first reply tells you who is free and from which date.

What time zone are you in?

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.

Do you use generative AI on client projects?

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.

Do you take work outside games?

Yes, when it uses the same skills: Unreal Engine for configurators, training simulations and virtual production, and automation or AI work for software teams.

Start a project

Tell us about the project

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.

The first call is free.

A non-confidential outline is enough. If you need an NDA first, say so here and David will arrange it before you share project materials.

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