[UE5] [C++] [RevShare] Seeking Lead Gameplay/AI Developer for Tactical-Psychological CQB FPS (+ Asset Budget)

Hey everyone,

I am an independent creator and director actively looking for a dedicated Lead UE5 C++ Gameplay & Systems Developer (open to a solo engineer or an agile duo, e.g., Programmer + Tech Level Artist) to partner with me on an atmospheric, single-player tactical psychological CQB FPS built from scratch in Unreal Engine 5.

Core Benchmarks: Methodical, low-time-to-kill CQB gunplay (Ready or Not) combined with reactive, flanking squad combat AI (F.E.A.R.).

Commercial Terms & Partnership Model
Please Note: This is a pure Rev-Share partnership (no upfront salary or out-of-pocket developer milestone fees). Financial upside is structured via revenue equity, grant sharing, and funded production:

• 50% Steam Net Revenue Share: 50% of all Steam Net Revenue for 36 months post-launch (Steam platform only; other storefronts/licensing retained by production).
• 50% Epic MegaGrant Upside: If awarded, 50% of net grant funds are disbursed directly to you/the team (we will prepare and submit the application together post-Vertical Slice).
• $5,000 Dedicated Asset Budget (Not Dev Compensation): You will never be stuck waiting for art or working in greybox limbo. I hold a dedicated $5,000 pool reserved exclusively for purchasing commercial modular kits (Fab/Megascans), tactical gear, and technical plugins. You scout, vet technical compatibility, and submit the direct store links that fit your level assembly; I review them against design specs and purchase them directly.
• $500 Hero Character Bounty (Optional): We require one custom psychological horror female hero model (similar aesthetic vibe to Nicole Brennan). If you or your partner have high-end 3D character modeling/rigging skills and deliver this asset to standard, the $500 cash bounty goes to you. Otherwise, I commission an external 3D artist so it never distracts from engine work.
• Two-Phase Production Scope: Laser-focused on a polished ~1.5 level playable Vertical Slice / Demo first (built specifically for Epic MegaGrant & Steam Next Fest), followed by expanding into the full episodic story campaign for the commercial Steam launch (which powers the 50% revenue share).

Division of Responsibilities

What You Will Own (Lead Technical Developer / Team):
• Core C++ Mechanics: Tactical character controller, deliberate weapon handling, weapon collision/low-ready states, procedural recoil, ADS alignment, inventory, and damage logic.
• Tactical AI Systems: Reactive perception, cover query systems (EQS), squad coordination, and StateTree / Behavior Tree implementation for methodical room-clearing and flanking hostiles.
• Level Assembly & Integration: Assembling the initial slice and the subsequent campaign missions in UE5 using pre-vetted modular kits based on my detailed 2D layouts and encounter specs (no 3D environment modeling from scratch required).
• Asset Sourcing & Pipeline Vetting: Identifying, testing, and proposing the specific commercial packs/plugins needed for the levels, and providing direct purchase links for project approval.
• Performance & Packaging: Maintaining clean version control and a stable 60 FPS floor on PC.
• In-Engine Capture & B-Roll: Capturing clean, high-resolution in-game screenshots and raw 60 FPS gameplay footage directly from stable builds for store pages and trailer assembly.

What I Own (Director, Producer & Project Owner):
• Level Direction & Design Specs: Complete mission briefs, encounter matrices, narrative pacing, and detailed 2D visual layout references (top-down blueprint/Google Maps style layouts) for seamless level assembly.
• Rigorous QA & Code Inspection: Testing milestone builds, stress-testing enemy perception, combat decision logic, and repository verification to ensure build stability.
• Audio & Music Production: Complete original ambient/combat soundtrack composition and custom/AI-assisted voiceover production pipelines.
• Branding & Localization: Game visual identity/logos and complete multi-language localization management (providing clean string files ready for engine import).
• Publishing & Marketing: Store backend configurations (Steam/Epic), Steam Next Fest campaign execution, wishlist marketing, store copywriting, community building, and launch staging.

How to Apply
To filter out automated spam and low-effort responses, your first message must include the keyword “TACTICALBREACH”.

Please reach out directly on Discord: DADG58
(Or leave a reply below with your Discord tag)

When reaching out, please include:

  1. Direct links to your strongest UE5 C++ work (GitHub repository, playable build/demo, or unedited editor walkthrough demonstrating AI or weapon systems you personally built).
  2. Mention if you/your partner have 3D character modeling capability for the $500 hero bounty.
  3. Confirmation that you understand this is a Pure Rev-Share partnership (50% Steam + 50% MegaGrant if awarded) with zero out-of-pocket developer milestone fees.

Hello, im an first person/animator animator with experience working on a first person game, i have 9 months of experience animating and 2 years of experience using blender. i know this isnt what ur post is looking for but if ur interested in this let me know.

this is a link to my channel where i posted some weapons ive worked on. the weapons animated for the game isnt published due to an NDA and the game isnt published yet.

TACTICALBREACH — Your focus on tactical gunplay and intelligent, coordinated enemy AI makes this an interesting project to explore. I’d like to discuss how my development skills could contribute to building your UE5 prototype and core gameplay systems.

Portfolio: https://codemx.netlify.app/
Discord: elliot.hayes

I understand this is a pure revenue-share partnership with no upfront developer compensation. Could you share the current technical priorities and expectations for the first milestone?