PROJECT

Unreal gameplay systems development for playable game projects

Custom gameplay systems, Unreal Engine development, C++ and Blueprint programming, Combat and character systems, Animation integration, Multiplayer gameplay, Level design, Performance tuning

  • Industry: Game development
  • Poland Location: Poland
  • Delivery time: 16 weeks
  • Technologies: C++, Unreal Engine
4+ months

This client is a game development studio from Poland. It maintains Unreal Engine projects and needs support turning prototypes into playable, stable experiences. The software takes project files, feature requirements and game assets. It gives the studio modular gameplay mechanics, character and combat systems, visual features and multiplayer configuration in one project. Developers, designers and level designers use it to refine game projects.

Summary

Problem

The studio spends time turning Unreal prototypes and existing projects into stable playable systems.

Solution

The solution became a modular Unreal Engine workspace for gameplay, characters and multiplayer features.

Result

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

  1. Build and refine gameplay features and mechanics in Unreal Engine.
  2. Use C++, Blueprints, or scripting for modular gameplay systems.
  3. Create or integrate levels, characters, weapons, abilities, animations, and assets.
  4. 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

Can be added

+ Automatic asset import + Custom Blueprints + UI hooks + Lobby character selection + Tournament features + XP management + C++ module documentation

Who else can use this solution

These businesses have a similar game-building task, and the same solution can be adapted to their projects.

A studio developing RPGs and survival RPGs

Task It turns prototypes and design foundations into character and combat systems.
How the solution helps The solution organizes gameplay mechanics, saving, inventory, animation, physics and levels in modular Unreal project areas.

A game team preparing a vertical slice or packaged release

Task It needs to turn a project into a stable build with integrated assets.
How the solution helps The solution combines gameplay implementation, level work, performance diagnostics, packaging support and documentation.

A studio expanding a multiplayer Unreal game

Task It needs replicated gameplay, network authority and lobby features.
How the solution helps The solution provides multiplayer configuration alongside character selection, tournaments and core gameplay systems.

Technology stack

C++

Gameplay programming

C++ implements modular gameplay systems, actors, components and subsystems in the Unreal project.

Unreal Engine

Game development platform

Unreal Engine provides the project environment for gameplay, rendering, physics, audio and asset management.

Blueprints

Visual gameplay scripting

Blueprints provide a visual way to create and refine modular gameplay systems.

Niagara

Effects and particles

Niagara supports visual effects used with animation and gameplay systems.

Chaos physics

Physics-based gameplay

Chaos physics handles physical gameplay behavior and physics properties.

HLSL shaders

Material and shader work

Materials or HLSL shaders control visual surface and rendering behavior.

Git

Version control

Git stores and tracks changes in the Unreal project.

PDF and Markdown

Project documentation

PDF and Markdown hold documentation for the project modules and their use.

Integrations

Unreal Engine project

The solution extends the existing Unreal Engine project with gameplay systems, assets, levels and multiplayer configuration.

Git

The project exchanges source and project changes through Git version control.

Existing inventory, voice and animation systems

The new gameplay work integrates with existing inventory, voice and animation systems instead of rebuilding them.

Dedicated or listen servers

Multiplayer configurations support gameplay on dedicated or listen servers.

The result

A clear workspace for core gameplay systems

The gameplay systems workspace brings mechanics, actors, components, subsystems and input together. It gives the studio a focused place to implement features and inspect project behavior.

The screen also exposes tick-order and frame information, helping the development team find issues that affect playable performance.

How it works

  1. The workspace shows gameplay features, mechanic parameters, input mappings, subsystem states and frame information.
  2. C++ and Blueprint implementation areas organize actors, components and subsystems.
  3. The workspace presents tick-order and frame-error diagnostics for the project.
  • Actor and component setup
  • Input and UMG hooks
  • Subsystem configuration
Note: The workspace keeps gameplay implementation modular, so later features can be added without rebuilding the whole project.
Gameplay systems workspace

Gameplay systems workspace

Functions on this screen
Create gameplay systems Add actors and components Implement subsystems Handle input and UMG Fix tick order and frame errors Program in Blueprints or C++

Connected character and combat logic

The character setup connects movement, combat actions and enemy interactions with progression, quests, inventory and saving.

Designers can work with movement values, combat parameters and progression states while the project preserves the studio’s existing game logic.

How it works

  1. The screen presents movement values, combat parameters, quest and progression states, inventory and save data.
  2. Character controls and combat actions organize player movement and interactions.
  3. Progression and saving controls connect character progress with inventory and save data.
  • Character controls
  • Combat actions
  • Progression and saving controls
Combat and character setup

Combat and character setup

Functions on this screen
Develop combat systems

Animation and physics in one preview

The animation and physics preview brings animation states, Niagara effects, material values and physics properties together. It helps the studio align visual feedback with physical gameplay behavior.

Animation integration and Chaos physics remain part of the same Unreal project, alongside the effect and material controls used by the game.

How it works

  1. The preview presents animation states, effect parameters, material values and physics properties.
  2. The preview shows effect parameters alongside animation and material values.
  3. Chaos physics handles the configured physical gameplay behavior.
  • Animation preview area
  • Niagara effect controls
  • Material or shader preview
  • Chaos physics settings
Tip: Visual effects, materials and physics are reviewed beside animation behavior so gameplay feedback stays connected.
Animation and physics preview

Animation and physics preview

Functions on this screen
Implement animations Implement physics-based gameplay mechanics

Levels and multiplayer options stay connected

The level and multiplayer screen combines level layout with character selection, lobbies, playlists and tournaments. This gives level designers one place for the project’s world-building and multiplayer configuration.

The same area holds available characters, lobby members and competition settings, supporting both level work and multiplayer gameplay features.

How it works

  1. The screen presents level elements, available characters, lobby members, playlist settings and tournament settings.
  2. Level layout organizes the game world and its elements.
  3. Lobby, playlist and tournament controls configure the multiplayer options.
  • Level layout
  • Hero selection
  • Lobby settings
  • Playlist and tournament controls
Level and multiplayer configuration

Level and multiplayer configuration

Functions on this screen
Design game levels Build levels Add lobby character selection Implement tournament features

What the solution gives

With this solution, the studio can:

  • Implement core gameplay mechanics in C++ and Blueprints.
  • Connect character control, combat, quests, inventory and saving.
  • Integrate animations, Niagara effects, materials and Chaos physics.
  • Build levels and configure characters, lobbies, playlists and tournaments.
  • Inspect tick-order and frame information during development.
  • Extend existing Unreal projects without replacing their established systems.

In the end

In the end, the solution was made to support the studio’s path from gameplay implementation to levels, animation, physics and multiplayer configuration.

FAQ

Thinking about building a similar system? Read the answers below to see how the work can fit an existing Unreal project, a new game foundation or a multiplayer expansion.