A discipline is missing.
You have gameplay programmers but nobody who has done netcode, a build pipeline or a performance pass before.
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.
Role brief
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.
UE5 C++ and Blueprints: abilities, combat, movement and the systems that designers use every day.
Replication, prediction, dedicated servers and online services with EOS or Steamworks.
Game backends and APIs in JavaScript, plus launchers, player portals, dashboards and websites.
BuildGraph and Horde pipelines, editor utilities and Python scripts that save the whole team time.
Materials, Niagara, lighting and the profiling work that keeps the frame budget intact.
StateTree, Behavior Trees and EQS for NPCs, plus LLM features when the design calls for them.
Test plans, automated Gauntlet and functional tests, and bug reports your programmers can act on.
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.
You have gameplay programmers but nobody who has done netcode, a build pipeline or a performance pass before.
The scope and the date are fixed, and everyone is already at capacity.
The work needs to start this sprint, and the role may not be needed in a year.
See the whole team.
Gameplay and engine programming. Takes embedded work part-time alongside leading our audits and architecture reviews.
Multiplayer, dedicated servers and online services.
Build pipelines, editor tools and source control.
It depends on who you need and when. Our first reply names the person and the earliest date they can start.
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.
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.
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.
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.
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.