Hire Unreal Engine developers

One senior UE5 developer, or a small team, working inside your project with your tools and reporting to your leads. You meet the developer before the contract is signed.

ExampleA role brief we can staff fromA short brief like this is enough for us to name the developer and a start date in our first reply.

Role brief

Engine
UE 5.4, C++ and Blueprints
Team
Joins six gameplay programmers, reports to the gameplay lead
Work
Ability set and AI hooks for two enemy types
Hours
Three days a week for three months, reviewed monthly
Start
First week of November
Tools
Perforce, Jira, Slack, Swarm for code review

Who you can hire

Each discipline has one owner on our team. If you need two people in the same discipline, ask, and we will tell you whether we can staff it.

Gameplay programming: David

UE5 C++ and Blueprints: abilities, combat, movement and the systems that designers use every day.

Multiplayer engineering: Yura

Replication, prediction, dedicated servers and online services with EOS or Steamworks.

Backend and web: Frank

Game backends and APIs in JavaScript, plus launchers, player portals, dashboards and websites.

Build and tools engineering: Andrew

BuildGraph and Horde pipelines, editor utilities and Python scripts that save the whole team time.

Technical art: George

Materials, Niagara, lighting and the profiling work that keeps the frame budget intact.

Game AI programming: Vish

StateTree, Behavior Trees and EQS for NPCs, plus LLM features when the design calls for them.

QA and test automation: Jordan

Test plans, automated Gauntlet and functional tests, and bug reports your programmers can act on.

In practice

What the first two weeks look like

Before the contract is signed, you talk to the developer who would join. If they need to see project details, we sign your NDA first. The call is technical: they look at what you need built, ask about your engine version, branching and review process, and tell you where they expect the work to be hard.

Once the contract is in place, your lead sets up accounts in your repository, tracker and chat. The first task is usually small and real, such as a bug in the system they will own, so they learn your codebase through your own review process.

From the second week they work like anyone else on your team: standups, sprint planning and code review. Each month we check in with your lead about hours, output and fit, and change the arrangement if it no longer suits you.

When studios hire through us

01

A discipline is missing.

You have gameplay programmers but nobody who has done netcode, a build pipeline or a performance pass before.

The missing specialist, part-time or full-time
02

A milestone is close and the team is full.

The scope and the date are fixed, and everyone is already at capacity.

A developer who works inside your codebase and process
03

A permanent hire would take months.

The work needs to start this sprint, and the role may not be needed in a year.

Reviewed monthly, so it ends when the work does

Developers most often embedded

See the whole team.

FOUNDER

David

Founder & Lead Developer

Gameplay and engine programming. Takes embedded work part-time alongside leading our audits and architecture reviews.

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

Yura

Multiplayer & Online Engineer

Multiplayer, dedicated servers and online services.

  • Replication
  • Dedicated servers
  • EOS
  • Steamworks

Andrew

Build & Tools Engineer

Build pipelines, editor tools and source control.

  • BuildGraph
  • Horde
  • Python
  • Perforce
  • Editor tools

Questions about hiring

How quickly can a developer start?

It depends on who you need and when. Our first reply names the person and the earliest date they can start.

Can we change the hours later?

Part-time work can grow to full-time, and one developer can become a small strike team when we have the capacity. We agree changes a month ahead where we can.

What happens if our developer is ill or away?

We tell you the same day. Where another team member has the right skills, they cover; otherwise we pause the hours until the developer is back.

How do you keep our source code secure?

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.

Who owns the code they write?

You do, once it is paid for. Tools we owned before the project stay ours, and you get a perpetual licence to use them in your game.

Start a project

Tell us about the project

Send us the engine version, where the project is and the work you need done. We reply within two business days with who we would put on it, or tell you it is not a fit.

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.

Add project details (optional)