UE5 Blueprint Developer for "DojoLZ" Transition

Заказчик: AI | Опубликовано: 22.11.2025
Бюджет: 15 $

I have structured it to highlight that you are the Creative Director/Lead and you need a technical co-pilot to execute the vision, specifically focusing on the transition from Plan 0.1 to 0.2. Title: UE5 Blueprint Developer & Technical Co-Pilot for "Dojo: Legacy of Zhen" (Martial Arts RPG/Sim) Project Overview: I am the founder of Anxiety Lab, currently developing Dojo: Legacy of Zhen (DojoLZ). This is a single-player, open-world martial arts RPG that blends 2.5D Top-Down exploration (RimWorld/Mount & Blade structure) with 3D Cinematic Arena Combat (Naruto Storm style). We are moving from the conceptual phase into Technical Plan 0.2 (The Vertical Slice). I have the vision, the assets, and the design documents. I need a skilled Unreal Engine developer to act as my technical partner to implement core systems and assist me remotely through the development pipeline. The Vision: The game focuses on a "living martial world." Dojos rise and fall, AI fighters train and raid on their own, and the player enters this ecosystem to forge their own path. No linear story fluff—just deep, interacting systems. Your Role: You will not just be coding in a void; you will be assisting me directly (remote co-pilot) to ensure the workflow is smooth. I need someone who can take my design specs and turn them into clean, modular Blueprints. Immediate Scope of Work (Plan 0.2): 1. World & Environment Setup: * Setting up the Calysto World/Village assets within a World Partition grid to ensure optimization. * Configuring the Persistent Level and setting up a clean folder structure for an "Anxiety Lab" production. 2. Character Pipeline (Crucial): Modular Character asset pack and * Rigging & Retargeting: I use AI-generated meshes (Meshy) and auto-riggers (Mixamo/AccuRIG). I need you to streamline the pipeline of getting these FBX files into Unreal and retargeting them to the UE5 Mannequin so we can use Fab Store animation packs. * Specific Task: Fixing bone hierarchy issues to ensure modular characters and custom meshes share animations seamlessly. 3. The Camera & Control Switch: * Implementing the logic to switch seamlessly between Top-Down Exploration Mode (Click-to-move or WASD, 2.5D view) and Combat Mode (3D, close-quarters, locked-on camera) when a fight bubble is triggered. 4. Core Systems Implementation: * Training Loop: Implementing a simple "Rhythm Dummy" interaction that awards XP. * Combat Data: Creating the Structs for Moves (Damage, XP, Level) to support an "organic leveling" system where using a move makes it stronger. Technical Requirements: * Expert in Unreal Engine 5 Blueprints (C++ knowledge is a plus, but BP is the priority). * Animation Retargeting: Deep understanding of IK Rigs, Retargeters, and fixing bone hierarchy mismatches (Mixamo to UE5). * World Partition: Experience setting up open worlds with streaming. * Plugins: Familiarity with CommonUI is a plus. * Communication: Must be willing to communicate clearly, share screens if necessary to debug, and explain why a solution is being used. What I Provide: * Full Design Document (Vision & Mechanics). * Detailed Technical Roadmap (Plan 0.2). * All Assets (Calysto, Animation Packs, Audio). * Clear direction and active collaboration. To Apply: Please include the word "DOJO" at the top of your proposal so I know you read this. Briefly explain your experience with retargeting Mixamo skeletons to UE5 mannequins and your availability for a co-pilot style engagement. Optional: Screening Questions If the platform allows you to add questions, ask these to filter out bots: * What is your standard workflow for fixing a Mixamo character whose root bone is not compatible with the UE5 mannequin? * Have you worked with the Calysto World?