#Unreal Engine developers
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developers31 · 10 days ago
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heccison · 2 years ago
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andy-jam-blog · 2 years ago
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A little update on the game side
So what I'm chewing through now is blocking in all of the player's movement code. Here's the chart I'm using as a working document;
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Green check means a move is blocked in, and (mostly) working, so I'm about half way there. Here's Ledge Climbing, baby!!!!
Some of it is a little glitchy, but I am working with a 'general-to-specific' mindset. Slap it in there, fix it in a refactoring pass and chew through bug reports when I get it into player's hands finally. (Shout out to @docvalentine for technically being the first person to download and play a build of Andy Jam.) When the movement is blocked in, I am going to start putting in some better animations than the placeholders I've been using. (Actually, his placeholder animations in the Unreal Build didn't survive a rig update, so in a lot of the footage he's just T-Posing around...). When his animations are in, I am going to start doing a little sound design and implementing sound code to his systems. Speaking of footage, the first devlog is going to be up before the end of the month (so I guess this year...) There's a list of edits I want to make before I put that up publicly. The first devlog is going to be showing off a lot of the old unity stuff, some of the new (bad) unreal stuff. The goal is for the second devlog to be out early 2024 and show off Andy movin' and groovin' with some smoother animations and some actual sound coming out of him. Anyways here's my development process.
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Thanks for stickin' around on this wacky little project. If you'd like to support it, here's the Patreon Link.
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theomeganerd · 18 days ago
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The Witcher 4 Tech Demo Debuts
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CD PROJEKT RED and Epic Games Present The Witcher 4 Unreal Engine 5 Tech Demo at The State of Unreal 2025!
At Unreal Fest Orlando, the State of Unreal keynote opened with a live on-stage presentation that offered an early glimpse into the latest Unreal Engine 5 features bringing the open world of The Witcher 4 to life.
Spotlight:
Tech demo showcased how the CD PROJEKT RED and Epic Games are working together to power the world of The Witcher 4 on PC, PlayStation, and Xbox, and bring large open-world support to Unreal Engine. The tech demo takes place in the never-before-seen region of Kovir.
As Unreal Fest 2025 kicked off, CD PROJEKT RED joined Epic Games on stage to present a tech demo of The Witcher 4 in Unreal Engine 5 (UE5). Presented in typical CDPR style, the tech demo follows the main protagonist Ciri in the midst of a monster contract and shows off some of the innovative UE5 technology and features that will power the game’s open world.
The tech demo takes place in the region of Kovir — which will make its very first appearance in the video game series in The Witcher 4. The presentation followed main protagonist Ciri — along with her horse Kelpie — as she made her way through the rugged mountains and dense forests of Kovir to the bustling port town of Valdrest. Along the way, CD PROJEKT RED and Epic Games dove deep into how each feature is helping drive performance, visual fidelity, and shape The Witcher 4’s immersive open world.
 Watch the full presentation from Unreal Fest 2025 now at LINK.
Since the strategic partnership was announced in 2022, CDPR has been working with Epic Games to develop new tools and enhance existing features in Unreal Engine 5 to expand the engine’s open-world development capabilities and establish robust tools geared toward CD PROJEKT RED’s open-world design philosophies. The demo, which runs on a PlayStation 5 at 60 frames per second, shows off in-engine capabilities set in the world of The Witcher 4, including the new Unreal Animation Framework, Nanite Foliage rendering, MetaHuman technology with Mass AI crowd scaling, and more. The tools showcased are being developed, tested, and eventually released to all UE developers, starting with today’s Unreal Engine 5.6 release. This will help other studios create believable and immersive open-world environments that deliver performance at 60 FPS without compromising on quality — even at vast scales. While the presentation was running on a PlayStation console, the features and technology will be supported across all platforms the game will launch on.
The Unreal Animation Framework powers realistic character movements in busy scenes. FastGeo Streaming, developed in collaboration with Epic Games, allows environments to load quickly and smoothly. Nanite Foliage fills forests and fields with dense detail without sacrificing performance. The Mass system handles large, dynamic crowds with ease, while ML Deformer adds subtle, realistic touches to character animation — right down to muscle movement.
Speaking on The Witcher 4 Unreal Engine 5 tech demo, Joint-CEO of CD PROJEKT RED, 
Michał Nowakowski stated:
“We started our partnership with Epic Games to push open-world game technology forward. To show this early look at the work we’ve been doing using Unreal Engine running at 60 FPS on PlayStation 5, is a significant milestone — and a testament of the great cooperation between our teams. But we're far from finished. I look forward to seeing more advancements and inspiring technology from this partnership as development of The Witcher 4 on Unreal Engine 5 continues.”
Tim Sweeney, Founder and CEO of Epic Games said: 
“CD PROJEKT RED is one of the industry’s best open-world game studios, and we’re grateful that they’re working with us to push Unreal Engine forward with The Witcher 4. They are the perfect partner to help us develop new world-building features that we can share with all Unreal Engine developers.”
For more information on The Witcher 4, please visit the official website. More information about The Witcher series can be found on the official official website, X, Bluesky, and Facebook.
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gods-hate-mixtapes · 3 days ago
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Vanity: "Huuuh who are youuu?? I have never seen you before here!"
Vanity: "Who I am ??? I am Vanity, one of the Deadliest units from Hellscastle, serving Satan themself! well....sometimes I do...."
Vanity: "This? These are my Recordings you seem really interested in those, if you want it that bad I will share it with you but just this once alright?"
Welcome to:
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What is "Gods hate Mixtape?"
Gods hate Mixtapes, is a 2.5D Metroidvania Prototype Game. I have been Working on. It uses Unreal Engine 5.
You play as Vanity, one of the Deadly sins no one even remembers about. something weird is going on in hell...Demons turning into?? ANGELS?? Thats not what usually happens in hell, but Vanity comes with a unique power! her affection for tapes made her really one of a kind!
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she listens to the soul of her enemys and creates a bootleg tape out of them!? allowing her to copy the core of the enemy!
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Killing enemies with her shadow sword, will make them become a spirit, Well... why would you want those? because your best and only friend in Hell will make---
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OKOK, fine... Well Tantos will sell you all kind of stuff you need to Survive in Hell.
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Vanity: "you seeing this cat? thats a real friend, she isnt selling me overpriced Spools! She always stays with me when I need a break."
Spools! a great topic Vanity! Spools are one methode to upgrade your stats temporary. There are two types of Spools. Empty Spools which you can use to equip more Spools, and boost Spools, which can have unique effects like more health, more damage, or increase Soul Drops or lots of other fun effects. but keep in mind you cant change them in dangerous situations.
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Huh... are you Okay Vanity? Are you sure its alright to absorb all that Holy Power---
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Vanity: "Listening to Angel-cores gives me really special Abilitys, unlike the others the are stuck within me, their echo is stuck but I can only hear one at a time"
This is the current state this game is in. I hope you are Interested in seeing more of this Project!
Have hell of a day everyone!
Chaika~
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nyghtwolf · 19 days ago
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Wish all Ark Survival Ascended Server owners & mod creators good luck tomorrow!
The 5.5 update to UnrealEngine goes through tomorrow! 🤞 As a little distraction treat, here are the next 3 Runic Wyvern (in order)! Runic Halo, Runic Crystal Queen Bismuth, Runic Void! (And yes, I made all these effects, art, & the engine material effects myself! I LOVE making materials & Niagara FX in Unreal Engine lol)
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pygmypouter · 2 years ago
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assignmence
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zerbu · 1 year ago
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Project Squealer BIG REVEAL
Calling all mystery buffs, adventure seekers, and gumshoe wannabes!
I am developing MY OWN INDIE GAME under the working title PROJECT SQUEALER! In this action-packed adventure RPG game, a disease called Laughter Pox has plagued the town, and it's up to three kid detectives to investigate!
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These days, I'm mostly known for making mods for The Sims 4, but I've been interested in game development as far back as 2009. In fact, I originally bought The Sims 3 for PC back in 2012 as a tool to plan out characters and worlds, before becoming hooked on the gameplay. For a long time, The Sims was my main creative outlet, but I was still coming up with game ideas in the background.
Skip ahead to mid 2016: while playing with my Go to School mod, I needed to create some child characters to fill the school with. I created two rival teams of kid detectives, and came up backstories and mysteries for them to solve. I ended up liking these characters far more than any other characters I had created. They felt like my creative masterpiece, begging for something bigger than just creations made in a character creator.
That's when "Project Squealer" started brewing in my brain. This indie RPG wasn't just some vague idea; I was developing full-blown stories, environments, and gameplay planned for my kid detectives. I also had the perfect art style in my head. Emphasis on in my head.
Turns out, bringing my dream art style to life was way harder than I thought. So hard, in fact, that I spent the next few years learning how to create art. It took until 2020 to finally have character and environment art that could (almost) pass for pro-level game stuff. Not only that, the project was undergoing what indie devs refer to as scope creep. I kept adding more and more ideas to the design doc, making the game more complex and pushing the release date even further into the future. In 2018, I even decided to move from 2D to 3D, and switched engines from MonoGame to Unity (and later to Unreal Engine 5 in 2023).
Now, it's 2024, and I'm finally, finally ready to announce what I've been working on for the past 6 years!
Project Squealer is the working title for my own indie game about a team of three kid detectives: Orlo (middle), Von (left) and Zoros (right). Together, they go on adventures and solve mysteries… or at least they would, if they weren't constantly having their business stolen by a rival detective team.
In this action-packed adventure game, a mysterious disease known as Laughter Pox has plagued the town, causing people to laugh hysterically. Where is it coming from? How can it be cured? It's up to our detectives to find out! If they can convince others to trust them with such an important mission, that is!
Project Squealer uses a hybrid of 2D and 3D graphics to create a 2D cartoon look with full 3D movement. Characters and some organic objects are 2D sprites that move with the camera. Most environments, objects and buildings are 3D, but have texture-based outlines to give it a 2D look.
The game features a variety of different quests, characters, abilities, enemies, locations, weapons and items. In addition to the main storyline, you can help out NPCs by performing "errands" for them, which will unlock cool rewards and even side missions.
Unlike many RPG games, Project Squealer won't include a character level system, because I want the player to be able to progress using their own skill, not by grinding levels. One of the game's main design philosophies is that there are few, if any, permanent upgrades. Weapons will eventually break, status effects that make your stronger will eventually expire, etc.
Project Squealer is still in relatively early development. I plan to post more information, screenshots, and eventually even videos, as it gets closer to release. Follow my Twitter for quicker updates: https://twitter.com/ZerbuTabek
Your support and feedback is welcome, and will help improve the game!
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jakobwithac · 7 months ago
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Added a little indicator around your crosshair so you know when something is in grapple range. Also made the gems pretty :) Grapple Apple is coming along nicely!
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siboom777 · 6 months ago
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Bake the Bun
This was my project for this modul. It's puzzle game where you trying to bake the bun within limited moves! Big thanks for visual design, trailer and our presentation of this project to my classmate @kotsuri ! I did level design/gamedesign, code and music
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You all can also play in our game from here https://siboom.itch.io/bake-the-buns
(But the logic of near tiles not working well, so don't drag bun to final level if you want to really solve the puzzle :3)
I think about this project as my first fully functional game! It was very good experience, even with all stress and errors i got i still love dearly this little game. Hope you all will check this out!!
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artakegamedev · 9 months ago
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Song of Time + the Temple of Time. Nostalgia overload. Just one of the many locations (and songs) I've recreated in my Unreal Engine 5 fan project.
What's your favorite song in the Zelda series?
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are-we-nice · 4 months ago
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Me when I have to actually learn how to code instead of just making the game I have in my head appear out of no where
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andy-jam-blog · 1 year ago
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Andy Jam Devlog #3 coming soon (Up early for Patrons) + 2nd Q&A
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I just posted a rough cut of the second devlog on Patreon, plus I am taking questions there for the second Q&A follow up video.
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whopissedmypants · 9 months ago
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I FOUND A EPIC GAMES DEV JACKET AT A THRIFT STORE, WHAT THE FUCKKK?!?
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admitonegame · 2 months ago
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Admit One Dev Blog: Update 80 - Revolver Textured
It's update 80! This week I got the Revolver textured and put into Unreal Engine!
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The concept for this weapon was once again made by the awesome James Colvin! You can check out more of his work on his Instagram and Art Station. https://www.instagram.com/jamescolvindraws?igsh=dW1hdWt6YzE3eHFz https://www.artstation.com/drawsmonaut
That's it for this week, thanks for reading!
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nyghtwolf · 20 days ago
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In case ya'll didn't know!
I am not only an avid Warframe player, but I am also a mod developer. I created the mod Runic Wyverns for Ark Survival Ascended! It was the first Wyvern mod released to add diving Wyverns (Yes, before Tristian's Overhaul & Draconic Chronicles) & I have been proudly working on it for a little over a year now! If you'd like to check it out, here is the link! Runic Wyverns
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The mod has powerful, elemental based Runic Wyvern with beautiful, unique glowing runes that are hand designed by me for each one. I do all of the art, modeling (mostly editing, & model bashing, but some of the small things I made by hand such as their attachments), materials, VFX, and coding for it. I recently added my flavor of Runic Crystal Wyverns! You can find the Quartz variety in the wild, and use special crystals from the mod to evolve them once they're tamed! All the Runic Crystals have their own support functions. (Quartz CC's, Sapphire AoE heals, Emerald AoE buffs defense, and Ruby drains health & boosts it's damage)
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And now, coming hopefully very soon after Ark Survival Ascended's Unreal Engine 5.5 upgrade, I will be bringing you a new little friend! (These are WIP, some VFX are missing) Introducing.. for Pride month, the Halo Wyvern!! The rainbow FX shimmer & move, and he functions like a light/lantern pet from Aberration! They will be a passive tame for players level 15+!
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I can't wait to update & let you guys have at these cuties! :D Happy Pride all!
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