Unreal Engine C++ development
Complete systems.Custom mechanics.
I help developers build the game they have always dreamed of through complete C++ core foundations, focused standalone systems, and custom features designed around the real needs of their Unreal Engine project.
What I build
Start with the full foundation—or only the missing piece.
The work can begin as a complete interconnected gameplay core, a reusable standalone system, or a custom mechanic designed specifically for an existing project.
Build the main gameplay foundation.
Combat, character state, progression, equipment, encounters, UI, and persistence designed to work together from the start.
Add one reusable system.
Dialogue, quests, live party control, equipment, hit zones, navigation, traversal, AI, and controller-ready UI.
Commission the exact mechanic you need.
Send the expected player action, engine version, current project setup, and gameplay references. The system is scoped around your game.
Flagship core build
A connected action JRPG foundation.
Inspired by the structure and feel of leading action RPGs, while remaining an original and configurable Unreal Engine C++ implementation.
Action JRPG Core
A connected gameplay foundation for real-time party combat, tactical commands, progression, inventory, equipment, encounters, native UI, and persistent game state.
- Real-time combat and tactical command selection
- Three-member live party with instant control switching
- Enemy AI, encounters, bosses, results, progression, inventory, and saves
Standalone systems
Production-minded modules for specific gameplay needs.
Each system can become a reusable product, a project-specific implementation, or an integration into an existing Unreal game.
Dialogue System
Speaker data, portraits, typewriter presentation, dialogue history, branching choices, conditions, quest actions, and gameplay events.
Quest System
Quest chains, objectives, counters, prerequisites, tracked quests, journal categories, map markers, rewards, and runtime events.
Live Party System
Three characters remain active in battle. Control switches instantly while the previous character returns to AI without losing state.
Hit Zones & Breakable Parts
Bone-aware damage multipliers, head and limb hits, part health, wounds, stagger reactions, disabled attacks, and special loot.
Visible Equipment & Sockets
Weapons move between hand and sheath sockets while armor, helmets, accessories, dyes, and cosmetic overrides follow equipment state.
Focused mechanics
One strong mechanic can transform the whole game.
Smaller modules can be commissioned without purchasing or rebuilding an entire RPG framework.
InnerProjection Dev on YouTube
Watch the system before you buy or commission it.
Each project can link to its own in-engine demonstration, development breakdown, or progress video so potential clients can see what actually works.
Custom development
Tell me what the player should be able to do.
Send the Unreal Engine version, project type, current setup, gameplay reference, and expected result. I can scope a focused mechanic, reusable plugin, or complete connected system.
Game names are used only as references for gameplay direction. All implementations are original and configurable. InnerProjection Dev is independent and is not affiliated with the referenced studios or publishers.
Unreal, Unreal Engine, and the circle-U logo are trademarks or registered trademarks of Epic Games, Inc. in the United States and elsewhere. InnerProjection Dev is independent and is not affiliated with or endorsed by Epic Games, Inc.