Start your UE5 project with architecture that scales.

I help teams define gameplay architecture, pipelines, and reference implementations in pre-production, so you don't pay for rewrites later.

Is this a fit?

Good fit

  • Indie or AA teams starting a new UE5 project
  • Studios moving from another engine to Unreal
  • Teams adding multiplayer or scalable gameplay systems
  • Projects that need technical direction before hiring a team

Not a fit

  • Teams deep in production needing feature delivery
  • Long-term staff augmentation or ongoing development
  • "Just make it work" without architecture standards
  • Projects with established architecture already in place

What I do

Multiplayer Architecture

Design replication strategies, authority models, and dedicated server topology for networked titles, before a single line of feature code is written. Built on real experience shipping multiplayer across UE4 and UE5.

Systems Design & Object-Oriented Architecture

Define clear contracts between gameplay systems, establish C++/Blueprint boundaries, and structure your codebase to scale with the feature list, not against it.

Development Standards & Pipelines

Establish naming conventions, ownership rules, and cross-discipline handoff protocols that keep art and tech teams aligned throughout production.

Technical Risk & Audit

Identify the architectural gaps, wrong priorities, and hidden debt in your current direction, early enough to fix them without derailing production.

Selected projects

UE4RacingMultiplayerShipped

Dakar Desert Rally

Multiplayer Programmer

Diagnosed and resolved multiplayer bugs across a large open-world racing title, refactoring existing features to align with proper replication architecture. Work spanned gameplay systems, state synchronisation, and ensuring consistent behaviour across client and server.

View on Steam →
UE5SimulationOpen WorldHoudiniIn Development

Road Kings

Tools Lead Programmer

Built end-to-end pipelines bridging art production and gameplay logic in a large-scale open-world title. Developed Houdini-based art tools and custom Unreal Editor tooling to accelerate content iteration, enforce performance budgets, and reduce friction between disciplines.

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UE5RTSMultiplayerEarly Access

Timefront

Gameplay Lead Engineer

Led the architectural transition from a single-player prototype to a dedicated server multiplayer title. Redesigned and refactored core systems (including abilities, buildings, and fog of war) to support replication at scale. Conducted in-depth profiling and delivered targeted performance improvements across the gameplay stack.

View on Steam →

Process

A full engagement typically spans 1 to 3 months depending on project scope and team size.

Phase 0 Free

Exploratory Call

A no-commitment conversation to understand your project, team, and core problem. No deep technical analysis, just enough to determine if there is a fit and what the engagement should look like.

Phase 1

Discovery & Audit

A deep-dive into your current state: idea, GDD, prototype, or existing codebase. The goal is to surface risks early and map out exactly what needs to be built and in what order.

  • Technical risk report
  • Core loop validation with edge cases flagged
  • Preliminary system map and dependency order

Invoiced before start

Phase 2

Architecture & Standards

Define the foundations before a single production feature is built. System contracts, cross-discipline standards, and development guidelines are locked in here.

  • Core system architecture document
  • Art/tech pipeline and handoff standards
  • Development standards (naming, ownership, Blueprint vs C++ boundaries, performance guidelines)

Invoiced before start

Phase 3

Handoff & Q&A

A timeboxed session to walk the team through every document, answer technical questions, and make sure everyone is aligned before development starts. You leave with full clarity, I leave knowing the work lands correctly.

  • Structured walkthrough of all architecture and standards documents
  • Live Q&A with the full tech team
  • Engineer onboarding documentation

Invoiced after Phase 2 delivery

Deliverables

Every engagement includes the following regardless of team size or project scope.

  • Technical risk report
  • Core loop validation with edge cases flagged
  • System map and dependency order
  • Core system architecture document
  • Art/tech pipeline and handoff standards
  • Development standards (naming, ownership, Blueprint vs C++ boundaries, performance guidelines)
  • Structured walkthrough of all architecture and standards documents
  • Engineer onboarding documentation
  • Live Q&A session with the full team

Pricing

Each phase is invoiced separately, so you only commit one step at a time.

Pricing ranges

Micro Team

Solo devs or small founding teams with a clear concept and limited scope.

Small Team

Structured teams working on a defined project with cross-discipline collaboration.

Mid-size Team

Larger productions with multiple systems, art pipelines, and engineering depth.

Large Team

Complex productions with significant scope and multiple cross-discipline teams.

Add-ons

Multiplayer / Dedicated Server Architecture

Full replication strategy, authority model, and server topology design.

Prototype / Reference Implementation

A working implementation of a core system to validate the architecture and serve as a reference for the team.

Art–Tech Pipeline Setup

Houdini tooling, Editor automation, or custom content pipelines for art teams.

Existing Codebase Audit

Structured review of an existing codebase before architecture is defined.

No GDD / Concept-only Start

Additional discovery overhead when starting without a defined design document.

Accelerated Timeline

Priority scheduling to compress the engagement below the standard duration.

Implementation Accompaniment

Periodic check-ins during active development to review progress against the architecture, answer technical questions, and catch drift before it becomes debt. Scoped and priced per engagement.

Final pricing is confirmed after the Phase 0 exploratory call.

About

I specialise in multiplayer architecture and object-oriented systems design for Unreal Engine: the kind of foundational work that determines whether a project scales gracefully or collapses under its own weight mid-production.

What I keep seeing across projects is the same pattern: wrong priorities early on, no pipelines, no standards, and technical debt that quietly accumulates until it starts costing real money: in refactors, in delays, in developers losing faith in the codebase they have to ship. By then, fixing it is expensive. Often teams don't fix it at all, and that drags all the way to release.

My approach is the opposite. Do the heavy lifting early. Invest in the foundations before the feature list grows. Define the contracts, the pipelines, the architecture, when the cost of change is still near zero. So that when you reach the end of production, certifications and final delivery are smooth for every developer on the team.

Solid foundations are not a luxury or a nice-to-have. They are the most cost-effective decision a team can make. I'm here to help you make that decision before it's too late.

FAQ

Common questions before booking a call. If yours isn't here, the call is the place.

Do you work remotely or on-site?

Most engagements are remote. Where helpful, I can be on-site for the Phase 1 kickoff or the Phase 3 handoff session, most useful for cross-discipline alignment with art, design, and tech leads in the same room. Travel is included for EU clients; quoted separately for further.

How are NDAs and IP handled?

Mutual NDA is signed before Phase 1 kicks off. Larger studios usually have their own template; I'll review and adapt. All deliverables are exclusively yours. I don't reuse or share project-specific work across engagements.

What if we don't have a GDD yet?

Workable, but harder. The "No GDD / Concept-only Start" add-on covers the extra discovery overhead. Best engagements start with at least a clear core loop and target audience locked in. Phase 1 will surface the remaining ambiguity.

Can you work alongside our existing engineering team?

Yes, that's the expectation. Phase 3 is built around aligning the team. The "Implementation Accompaniment" add-on extends this with periodic check-ins during active development.

What if we already started building?

Possible. Architectural cost-of-change grows fast in production, so the earlier the better. The "Existing Codebase Audit" add-on covers reviewing what's there before recommending direction, and Phase 1 doubles as a course-correction.

How does pricing work?

Each phase is invoiced separately, so you only commit one step at a time. Final scope and pricing are confirmed after the Phase 0 exploratory call. That's where we figure out which tier and add-ons fit.

Get in touch

If you're about to start a project, I can help you avoid early technical debt.