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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.
Project ID: 40682849
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35 freelancers are bidding on average $484 USD for this job

Hey there, I have carefully reviewed your project requirements. With over 10+ years of experience in game development, I have built and delivered high-quality games across multiple platforms, focusing on performance, scalability, and engaging player experiences. My expertise includes Unity, Unreal Engine, C#, C++, multiplayer systems, game mechanics, UI/UX for games, in-app purchases, and third-party SDK integrations—all highly relevant to building polished and production-ready games. I would love the opportunity to discuss your game idea in detail and collaborate on bringing it to life with a strong technical foundation and engaging gameplay. Due to NDAs, links aren’t public—but once you open the chat, I’ll share live demos and walkthroughs. NOTE: Please consider the current budget as flexible — we can finalize it after discussing the complete scope and feature set. Thanks & Regards, Kajal
$750 USD in 7 days
7.2
7.2

Absolutely, UE5 is a great fit for a foundation that stays stable as you iterate. I’ll deliver a console-ready first-person FPS multiplayer prototype with a clear, authority-sensible replication model: movement and aiming replicate cleanly, firing and basic interactions are server-authoritative where appropriate, and the character/controller logic is structured so your designers can extend it safely. Build approach: - Hybrid/clean structure (Blueprint-friendly where it benefits iteration, C++ where replication correctness and readability matter) - One playable map showcasing spawn → navigate → engage → respawn with realistic lighting/materials and performance-safe assets/LOD/scalability budgets - Lightweight listen-server flow (or simple local matchmaking/console-commands) integrated into the main menu level, with documented steps for joining from another console - Organized folders, readable graphs/classes, and commented replication/authority decisions Deliverables included: - UE5 project folder with compiled binaries and assets - Replicated character controller (BP/C++ as implemented) - Playable map with collisions and optimized visuals - Network + structure notes in PDF/Markdown, plus step-by-step guidance for adding future abilities/weapons/game modes You’ll be able to host from a retail console and join remotely, then validate smooth replication around the 60 FPS target using the provided documentation.
$250 USD in 4 days
5.2
5.2

Hello, I understand that you are looking to develop a robust Unreal Engine 5 prototype for a first-person shooter multiplayer experience. Your goal is to create a seamless, networked gameplay environment that allows your team to expand upon it without issues, focusing on efficient performance and striking visuals. With extensive experience in game development and Unreal Engine, I can deliver a fully functional prototype tailored to your specifications. I will ensure that the first-person mechanics—movement, aiming, and firing—are fluid and server-authoritative, optimizing for current-gen consoles while adhering to realistic graphics. My approach includes designing a playable map that captures the essence of gameplay loops and integrating a lightweight matchmaking system to facilitate smooth player connections. I will implement clean, organized Blueprints or C++ code, accompanied by thorough documentation to enable your designers to easily introduce new features and mechanics down the line. What specific visual style or themes are you envisioning for the environment assets? https://www.freelancer.com/u/proggon Best regards, Wahaj Barlas.
$700 USD in 10 days
4.7
4.7

Hello, As a result of a detailed review of your requirements, I understand that you need a solid Unreal Engine 5 FPS prototype with reliable multiplayer replication, console-focused performance, a playable map, and clean architecture for future expansion. I have experience with C++ programming, gameplay systems, game development, networking concepts, and structured project architecture. I can help create a UE5 foundation with replicated character movement, aiming, firing, interactions, server-authoritative logic, organized Blueprints/C++ classes, and clear documentation for your team. The main challenge is building the prototype in a way that remains scalable without replication issues later. My approach would be to establish the network architecture first, implement the core gameplay loop, optimize performance with proper LODs/scalability settings, and document authority decisions and extension points. I have a couple of quick questions. • Will the target console environment be Unreal-supported platforms such as PlayStation/Xbox, or is PC testing the first milestone? • Do you already have the concept assets, or should I use optimized UE5 marketplace assets for the prototype map? I can help deliver a clean UE5 prototype that your designers and developers can confidently expand. Best regards, Carlos.
$250 USD in 10 days
4.7
4.7

Your need for a robust, server-authoritative UE5 multiplayer FPS prototype immediately brings to mind a recent project where we implemented similar networked mechanics for a competitive arena shooter, achieving sub-frame replication latency and ensuring a smooth player experience across simulated high-ping conditions. The emphasis on clean replication and console performance is exactly where my expertise lies. My approach will center on a robust C++ foundation for core gameplay systems, leveraging Unreal Engine 5's latest networking features, including the new Subsystem architecture for modularity and scalability. We’ll prioritize server-side validation for all critical player actions (movement, shooting, interactions) to prevent cheating and ensure data integrity. For performance, I'll implement aggressive LOD systems, utilize Nanite and Lumen judiciously with appropriate scalability settings, and profile extensively on target hardware early in the process, focusing on efficient rendering and CPU usage. The playable map will be designed with performance and clear gameplay flow as primary drivers. Given your focus on a scalable foundation, how are you envisioning the initial scope of player interactions beyond movement and firing (e.g., pickups, simple environmental triggers)? Also, have you identified specific target performance metrics for consoles (e.g., stable 60fps at 1440p)? I'm keen to discuss these details further and ensure this prototype aligns perfectly with your team's expansion plans.
$606 USD in 21 days
4.2
4.2

I can build this foundation in a clean, expansion-friendly way: a UE5 first-person multiplayer prototype with authoritative replication, a playable loop, and console-conscious performance targets. I’ll structure the project so your team can safely add mechanics later without breaking network behavior. That means readable folders, commented Blueprint/C++ organization, and a replication model that keeps movement, firing, and interactions predictable on the server while remaining responsive for players. The prototype will include a single polished map with spawn, navigation, engagement, and respawn flow; realistic lighting and materials; sensible LOD and scalability setup; and a simple listen-server or lightweight join flow integrated into the main menu. You’ll receive the full UE5 project, the replicated character controller, the playable environment, the menu/network entry flow, and clear PDF or Markdown documentation covering project structure, authority decisions, and how to extend weapons, abilities, and game modes. The priority will be stability, clarity, and a foundation your team can trust on current-gen consoles. I’d keep the implementation clean and practical so it’s easy to iterate on after handoff.
$650 USD in 8 days
3.6
3.6

Hi, I am a professional web developer and I can do this project "UE5 Console FPS Multiplayer Prototype", I have 5 years of experience in web development. I have done many projects like this. I can do this job for you. I can start right now. Please contact me. Thanks
$250 USD in 2 days
3.3
3.3

Hi Chris, I’m excited to help bring your UE5 FPS prototype to life. With over five years of console‑focused Unreal work—specializing in server‑authoritative multiplayer, LOD scaling, and Blueprint/C++ hybrid pipelines—I can deliver a clean, maintainable prototype in about six weeks for $9,500. I’ll provide a fully documented, replicable character controller, a realistic single‑map environment, a lightweight matchmaking or listen‑server flow, and clear guidance for future expansions. Looking forward to discussing details and ensuring the foundation meets your team’s expectations.
$250 USD in 7 days
4.3
4.3

Hi, I can build your UE5 multiplayer FPS prototype with clean, server-authoritative replication and a structure your team can safely extend with new weapons, abilities, and game modes. I’d focus first on making movement, aiming, firing, damage, respawn, and interactions reliable across multiple clients. I can use a clean C++/Blueprint hybrid so core networking stays robust while designers still have easy Blueprint-level access for iteration. For the prototype, I’d cover: 1. Replicated FPS character, weapons, firing, hit detection, health, and respawn. 2. Listen-server session flow so 2+ players can host and join without external backend services. 3. One polished gameplay map with realistic lighting, collision, optimized assets, LODs, and scalability settings. 4. Console-focused performance profiling toward your 60 FPS target. 5. Clear documentation explaining replication authority, folder structure, session flow, and how to add future mechanics. For example, I’d keep weapon configuration data-driven while handling firing validation and damage on the server, preventing designers from having to rewrite networking whenever they add another weapon. I can also keep the project organized specifically for handoff rather than treating it as a disposable prototype. Can you share the concept document and video references so I can review the intended movement and gunplay feel?
$500 USD in 7 days
4.6
4.6

With over a decade of professional experience in full-stack development, I am more than equipped to tackle your unreal 5 console FPS multiplayer prototype project.ir. I understand the urgency and the need for a rock-solid foundation that won't break replication; I have built and scaled projects with similar complexity and network sensitivities. Network replication is no stranger to me, providing clean, readable, and well-organized code in both C++ or Blueprint whilst ensuring proper authority-sensible replication. My skills on realistic graphics without sacrificing performance have been honed across numerous projects epitomized with my fluency in Unreal Engine 5. This makes me an ideal fit for your current-gen console project while coordinating affably with your designers. Not only can I deliver all the core requirements you provided, but I'll do so within a reasonable time frame that doesn’t undermine quality. I bring to this project intricate knowledge of cloud architecture, scalability for efficient delivery, API integration prowess on lightweight matchmaking necessary as per your brief. Furthermore, my proficiency in documenting steps helps clarifies any uncertainties. Expect from me precise notes outlining Project structure, networking authority and detailed guide to smooth integration of future capabilities. I
$600 USD in 12 days
0.6
0.6

Greetings I understand you're seeking a robust Unreal Engine 5 prototype for a multiplayer FPS, and we have successfully completed similar projects in the past. Your goals of achieving smooth replication, realistic graphics, and a clean implementation are crucial for your team's future expansion. We will focus on creating a seamless experience with authoritative server management, balanced performance, and detailed documentation to ensure your designers can easily integrate new mechanics. I bring experience in developing networked multiplayer games with UE5, ensuring high performance and an engaging first-person shooter feel. I would love to chat about your project and suggest a follow-up discussion to explore how we can achieve your vision together. Regards, Nabeel Ismail
$350 USD in 7 days
0.6
0.6

Hi, I like this project because a multiplayer FPS prototype is only useful if the networking foundation is solid enough for your team to build on. I can build the UE5 prototype with server-authoritative movement, aiming, firing, interactions, respawning, and clean replication, using a readable C++/Blueprint hybrid. I’ll also keep console performance in mind with LODs, scalability, collision, and a practical 60 FPS budget. I’ve worked on networked gameplay systems where authority, prediction, and replicated state needed to stay reliable under real multiplayer conditions. A good first step is a two-console replication test early, rather than leaving networking validation until the end. Will your retail-console test target be Xbox, PlayStation, or both?
$500 USD in 7 days
0.0
0.0

Hello, I can build a solid UE5 multiplayer FPS prototype with clean server-authoritative replication, optimized console performance, responsive movement/combat, and a polished playable map. I’ll also implement listen-server/matchmaking, organized Blueprints/C++, and clear documentation so your team can easily extend weapons, abilities, and game modes. Ready to start immediately.
$500 USD in 7 days
0.0
0.0

Hi, I can build this UE5 multiplayer FPS prototype with replication and scalability treated as core architecture—not something patched in at the end. I’d use a clean C++/Blueprint hybrid: C++ for authoritative gameplay, replication, networking-critical systems, and reusable foundations; Blueprints for designer-facing weapons, interactions, tuning, and rapid iteration. My approach: • Build replicated first-person movement, aiming, firing, interactions, damage and respawn • Keep authority/server validation explicit to prevent client-side state issues • Create one polished but performance-conscious playable map • Implement listen-server/LAN multiplayer and simple join/host flow • Set up LODs, scalability, collision and performance budgets for current-gen consoles • Organize modules/assets so your designers can extend weapons, abilities and game modes safely • Test with multiple clients and document replication decisions and extension workflow I’ll specifically validate the host → client experience rather than assuming Play-In-Editor replication means console-ready networking. I can begin from your concept document and references, then establish the networking foundation before expanding the playable loop.
$500 USD in 7 days
0.0
0.0

With over 7 years of experience in Full-Stack Web Development, Design, and as an industry-recognized Creative Freelancer, I offer a combination of technical knowledge, artistic insight, and professionalism that is vital for a project of this scope. As a freelancer, my flexibility and willingness to collaborate with clients to ensure all needs are met align perfectly with your requirement for someone who can "drop new mechanics in effortlessly". This adaptability has been perfected through extensive experience working on a diverse range of projects from different industries, sharpening my ability to translate complex requirements into visually pleasing results while not losing sight of functionality. My expertise also includes deep understanding and use of various architectural patterns and frameworks like UE5 with Blueprints/C++ and I have often been recognized for the readability, documentation and organization skills when it comes to code - which is essential for the smooth handoff between different team members. Meanwhile, my proficiency in web development proves my strong ability to tackle complex systems efficiently - thereby ensuring smooth and authoritative network replication. In terms of project delivery, you noted the importance of clear structure and step-by-step guidance. This is a given in my work as I am dedicated to providing concise yet comprehensive documentation outlining the thought process behind important
$250 USD in 2 days
0.0
0.0

I’d build this UE5 prototype around a clean server-authoritative replication model, using a hybrid C++/Blueprint structure where C++ handles core networking, movement and combat logic while Blueprints remain designer-friendly for weapons, interactions and future mechanics. I’d first establish the multiplayer foundation, then implement replicated FPS movement, aiming, firing, hit validation, interactions and respawning with clear authority/ownership rules. The playable map would be optimized for current-gen targets using appropriate LODs, scalability settings, collision and lighting budgets, with profiling throughout development rather than leaving optimization until the end. For multiplayer testing, I’d implement a documented listen-server flow directly from the main menu, avoiding unnecessary backend services. The project will be organized into clear folders/modules with readable code and comments so your team can extend weapons, abilities and game modes safely. Deliverables would include the complete UE5 project, binaries/assets, replicated character controller, playable map, multiplayer flow and detailed Markdown/PDF documentation covering architecture, replication decisions, testing and extension guidelines. Could you share the concept document and video references, along with the target console models and required UE5 version, so I can confirm the technical approach and timeline?
$500 USD in 15 days
0.0
0.0

Hi, New on Freelancer — 20 years of development experience behind us. We're taking our first few projects here at a fraction of our normal rate purely to build our review history. You get senior agency work at junior pricing; we get a review. Straight trade. Ensuring replication stability in UE5 prototypes often hinges on precise network architecture and clean code practices. I would start by setting up a dedicated test environment to rigorously validate replication mechanics. Could you share any specific areas of concern or features that need priority testing?
$500 USD in 7 days
0.0
0.0

Hi, I can build a solid UE5 multiplayer FPS prototype around your concept, with server-authoritative replication for movement, aiming, firing, interactions, spawning, and respawning. I’ll keep the implementation scalable and organized so your team can extend characters, weapons, abilities, and game modes without creating replication issues. I’ll deliver the UE5 project with a playable realistic map, optimized assets/LODs, scalability settings, collision, and a lightweight listen-server or matchmaking flow accessible from the main menu. The project will use clean Blueprints/C++ or a hybrid approach with clear folder structure, comments, and documentation covering network authority decisions, project architecture, and future feature integration. Question: Which UE5 version and target console platforms should I optimize and test the prototype against? Best regards
$500 USD in 7 days
0.0
0.0

Hi, I can build the UE5 prototype around a clean, replication-safe foundation rather than adding unnecessary systems that could become difficult to extend. I’ll focus on server-authoritative movement, aiming, firing, interactions, and respawning, with readable Blueprint/C++ architecture and clear authority ownership. I’ll also create a focused playable map with realistic materials/lighting, appropriate collision and LOD/scalability considerations, plus a simple listen-server or lightweight join flow for console-to-console testing. The project will include organized assets, documented network decisions, performance considerations, and practical guidance for adding weapons, abilities, and future game modes. I’ll structure the foundation so your designers can extend it without having to untangle the networking later.
$500 USD in 7 days
0.0
0.0

Just completed a similar Unreal Engine 5 project and can get your multiplayer FPS prototype up and running swiftly. Ensuring smooth replication and authority-sensible interactions is key, and I understand the importance of a rock-solid foundation for your team. My expertise includes developing clean, optimized Blueprints and C++ implementations tailored for current-gen consoles. With a focus on performance budgeting and realistic graphics, I’ll create a playable map that highlights the core gameplay loop while maintaining clear documentation for future expansions. I would like to discuss your project in further detail. Best Regards, Henco.
$300 USD in 3 days
0.0
0.0

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