I’m looking for an experienced Unreal Engine developer to help implement a responsive and skill-based combat system for a third-person action multiplayer game currently in development.
The movement system (dashing, wall-running, etc.) is already in place — now I’m focusing entirely on the combat mechanics, which will include:
What I Need:
Full melee and ranged weapon systems (e.g. katanas, shotguns, pistols, rifles, etc.)
Input canceling framework (manual cancel logic – no animation blending)
Support for classic tech like slash cancels, reload cancels, weapon switch chaining, etc.
This will be a PvP-focused title with a fast-paced, momentum-heavy combat loop. I can provide video references and a full Game Design Document privately upon request.
Payment:
Paid position (rate negotiable)
Open to fixed or milestone-based pricing depending on scope
If you’ve worked on combat systems in Unreal before — especially those involving animation canceling or skill-based chaining — I’d love to hear from you.
Feel free to DM me with your portfolio and any relevant experience. Thanks!
Hi Erick!
Sorry for jumping in off-topic. My team and I recently built a tool for remote collaboration. It’s designed to keep tasks, discussions, and files all in one place, organized by topics.
I’m curious — is your team currently looking for something like that? You can also use it for your personal work. If so, I’d love to invite you to try it out. We’re offering free lifetime access to all existing features in exchange for honest feedback from teams like yours.
Let me know if you’re interested
Thanks,
Ksusha kksrm@p11.co
I already programmed this system. It’s basically a Souls like, right? Everything is adjustable with procedural combos that can be set via BP. I can make a better version for you.