I will develop unreal engine 5 multiplayer games with dedicated server support


Level 1
About this gig
Building multiplayer in UE5 is where most projects stall. Replication bugs, desync, laggy movement, inventory systems that break when a second player joins. If that sounds familiar, you're in the right place.
We're a two-developer UE5 team specializing in multiplayer architecture and networked gameplay. Two devs means faster turnaround and fewer bottlenecks.
What we build:
- Multiplayer replication with smooth client-server sync
- Dedicated and listen server configurations
- RPG systems (inventory, stats, abilities, loot)
- Lobby, matchmaking, and session management
- Character movement with lag compensation
- Save/load systems across networked sessions
Every delivery includes a recorded demo showing the system running on two connected clients so you can see replication working before you accept.
Message us before ordering so we can scope your project properly. Multiplayer complexity varies wildly and we want to give you an honest estimate, not a generic package price.
Get to know Bezaleel
deebestjob
Level 1
- FromNigeria
- Member sinceSep 2024
- Avg. response time1 hour
- Last delivery3 weeks
Languages
English, Yoruba, French, German, Spanish
My Portfolio
FAQ
Can you develop a full multiplayer game in Unreal Engine 5 from scratch?
Absolutely. We build complete multiplayer games from concept to playable build. Movement replication, dedicated server setup, matchmaking, combat, inventory, and all core gameplay systems fully networked and tested on multiple clients before delivery.
Do you use Blueprints, C++, or both for Unreal Engine game development?
Both. Blueprints for fast iteration and C++ for performance-critical systems like networking, AI, and replication. You receive clean, commented source code either way with full documentation.
Can you integrate AI systems into my Unreal Engine 5 game?
Yes. We build game AI using Behavior Trees, Environment Query System, and custom AI controllers. Enemy AI, companion NPCs, procedural generation, dynamic difficulty, and AI-driven decision-making systems that make your game feel alive.
Do you develop games for PC, console, mobile, and VR platforms?
We develop across PC, PlayStation, Xbox, mobile, and VR headsets including Meta Quest and HTC Vive. We optimize for your target platform from the start so there are no surprises at launch
Can you add multiplayer to my existing Unreal Engine game project?
Yes. We integrate multiplayer into existing UE5 projects without breaking what you already have. Share your project files, we assess the architecture, and give you an honest scope and timeline before any work begins.
Do you build RPG systems with inventory, loot, abilities, and quest systems?
Yes. Inventory management, loot tables, skill trees, ability systems, branching quests, and NPC dialogue, all fully replicated across server and clients so everything stays synced in multiplayer.
Can you set up dedicated servers with Steam or Epic Online Services?
Yes. We configure dedicated and listen servers with full session management, lobby systems, and integration with Steam Online Subsystem or Epic Online Services depending on your deployment target.
How do you handle game optimization and performance issues?
We profile frame rate, memory, load times, and network performance using built-in UE5 tools. If your game lags, desyncs, or crashes under load, we identify the bottleneck and fix it. We also convert heavy Blueprints to C++ where it matters.
Can you build large-scale multiplayer like battle royale or MMO systems?
Yes. We architect scalable replication with area-of-interest filtering, server load balancing, and optimized net relevancy for large player counts. We scope infrastructure requirements honestly based on your target player count and budget.
What do I receive when the project is delivered?
Full source files (Blueprint and C++), technical documentation explaining the architecture, and a recorded video demo showing your systems running live on connected clients. Everything is organized so your team can extend it after handoff.

