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Rivac Labs
Game Development

Unreal Systems Engineer

Complex gameplay in Unreal — ability systems, status effects, cooldowns, resource costs that all interact correctly — is what the Gameplay Ability System exists for, but GAS has a genuinely steep learning curve and a bad implementation causes bugs that are painful to trace months later. We build gameplay systems on GAS with a clean C++/Blueprint split so programmers own the performance-critical logic and designers can still tune abilities without recompiling, and we account for Nanite's memory footprint so your systems don't quietly blow your memory budget on top-end scenes. Studios bring us in when ability interactions are buggy or hard to extend, when Blueprint-only implementations have become unmaintainable, or when a GAS integration was attempted and stalled. We hand back a system designers can actually configure and programmers can actually maintain.

How We’d Approach This

A clear, staged plan — not a black box

  1. 1

    Review the current ability/systems implementation (or design doc) for the interactions most likely to cause bugs at scale.

  2. 2

    Build one ability or system end-to-end on GAS with the C++/Blueprint split defined, and test it against real edge cases.

  3. 3

    Review the split and the designer-facing tuning experience with both programmers and designers before extending it.

  4. 4

    Implement the remaining systems on the validated pattern, with memory profiling against Nanite-heavy scenes.

What You Get

Deliverables from this engagement

  • A working GAS-based ability/systems architecture
  • A defined C++/Blueprint ownership split with documentation
  • Memory profiling results for Nanite-heavy scenes
  • Designer-facing tuning tools for ability parameters

Six Ways We Could Architect This

Different engagement, different build — pick the shape that fits

There’s more than one way to deliver on this service. Browse a few of the ways we’d structure the work, depending on your speed, budget, and integration needs.

Ready to get started?

Tell us what you’re trying to get done and we’ll help you find the highest-leverage place to start — scoped small enough to prove itself before you commit to anything bigger.

Talk to us about Unreal Systems Engineer

Most engagements like this start as a $500–$2,500 pilot — see full pricing.

Questions? Book a free call