Summary
The studio spends time turning Unreal prototypes and existing projects into stable playable systems.
The solution became a modular Unreal Engine workspace for gameplay, characters and multiplayer features.
The work supports turning Unreal Engine prototypes and existing projects into playable, stable experiences.
Client story
The client is a game development studio from Poland. It maintains single-player Unreal Engine games and develops RPG and survival RPG projects from prototypes or design foundations.
It also prepares vertical slices and packaged releases. Mechanics, assets and project systems need to work together as the game develops.
The studio spends time implementing gameplay, fixing frame and tick errors, tuning performance and preparing production builds. Existing inventory, voice and animation systems also need to remain usable when new features are added.
The request was to implement and refine gameplay features in Unreal Engine projects with C++, Blueprints or scripting. The studio also needed levels, characters and animations, together with multiplayer features such as replication and lobbies.
The solution was shaped as modules for gameplay systems, combat, animation, physics, levels and multiplayer configuration. Existing project structures could stay in place while new actors, components, subsystems and assets were added.
The client asked for
- Build and refine gameplay features and mechanics in Unreal Engine.
- Use C++, Blueprints, or scripting for modular gameplay systems.
- Create or integrate levels, characters, weapons, abilities, animations, and assets.
- Support replication, authority, matchmaking, lobbies, playlists, and servers.
Why ready-made software did not fit
General game engines provide rendering, physics, audio and asset management, but they do not define the specific gameplay systems of this studio’s project. Ready-made engines also do not combine the studio’s mechanics, existing systems, multiplayer needs and production work into one tailored setup.
Project overview
The solution was designed around the studio’s existing Unreal Engine project instead of replacing it. The core workspace brings actor and component setup, subsystem configuration, input, UMG hooks and gameplay implementation areas together.
To handle modular gameplay, the project provides C++ and Blueprint implementation areas for mechanics, actors and subsystems. Tick-order and frame-error diagnostics help the team inspect issues that affect playable performance.
Character control and combat are covered in a dedicated setup. Movement values, combat parameters and enemy interactions connect with quests, progression, inventory and saving.
Animation integration, Niagara effects, materials or HLSL shaders and Chaos physics are handled in a visual and physical systems area. Levels, hero selection, lobbies, playlists and tournaments are managed in the level and multiplayer configuration area.
The studio works in clear stages with regular updates and previews. Modules are added one by one and agreed with the client team before the next one starts.
Key features delivered
- Modular gameplay systems in C++ and Blueprints
- Actor, component and subsystem setup
- Character movement and combat systems
- Quests, dialogue, inventory, progression and saving
- Animation and Niagara effect integration
- Chaos physics gameplay mechanics
- Level and environment development
- Multiplayer lobbies, playlists and tournaments
- Tick-order and frame-error diagnostics