[PAID/CONTRACT] Looking for Unreal Engine Expert for Automated World Generation Setup

Project Title:
Automated World Generation in Unreal Engine 5

Description:
I’m building a complex, simulation-focused project in Unreal Engine and want every square metre of the world to be generated on-the-fly. I’ve laid the conceptual groundwork but now need an expert who can both jump in and build key systems and sit with me to explain the what, why, and how behind each choice so I can maintain and extend the work myself.

Scope of help I’m looking for:
• Terrain generation – height-maps, noise functions, biomes, dynamic LOD
• Object placement – rule-based spawning of meshes, foliage, props, AI volumes
• Environment textures – material blending, runtime variations, landscape layers
• Full control over mesh properties – lighting, shape deformation, instancing, optimisation tips

The engagement is part hands-on development, part live consulting: short recorded calls or screen-shares where you walk me through how to navigate the Blueprints/C++, discuss best practices, and answer questions about the engine’s tools.

Pay: negotiable (max budget of $5K total and/or $100/hr)

Talent Required:
Unreal Engine Programmer (1)

  • Experience with programming UE5.7 and running automated scripting pipelines.

Contact:
E-mail: [EMAIL=“will@liminalresearchco.com”]will@liminalresearchco.com

Hello! I’ve worked on procedural and runtime world generation systems in Unreal Engine including terrain rule based spawning and performance focused optimisation. I’m comfortable building systems hands on while also explaining the what, why, and how so you can confidently maintain and extend them yourself. My approach prioritizes clean scalable logic and best practices rather than one off hacks. Would you like me to outline how I’d structure an automated world generation pipeline in UE5 for your project?

DISCORD: bimplee

MY PAST WORK: https://github.com/KylerLizi/Houdini-To-UE4-World-Generator