War Game with Dynamic Battlefields (Unigine or CryEngine) need AI Software Development

Contact person: War Game with Dynamic Battlefields (Unigine or CryEngine)

Phone:Show

Email:Show

Location: Fredericton, Canada

Budget: Recommended by industry experts

Time to start: As soon as possible

Project description:
"**Project Overview**:
We seek a skilled freelance game development team or individual to create *Codename: Grunts*, a 3D war game spanning five historical eras (1201, 1401, 1601, 1801, 2001). Players enlist as low-ranking soldiers, survive intense combat, and climb the military hierarchy through skill and strategy. Key features include dynamically generated battlefields based on player activity, realistic ballistics and movement, permadeath, rank-based progression with strategic/political roles, and human-like AI. Built using **Unigine Engine** (preferred for simulation-grade physics) or **CryEngine** (for photorealistic visuals), the game targets PC with console expansion (PS4/5 & Xbox one/Series X), delivering an immersive, unforgiving war experience.

**Scope and Key Features**:
- **Core Gameplay**:
- **Enlistment/Training**: Start as a recruit in one era (e.g., 1201: Medieval swords, 2001: Modern rifles), training in era-specific skills (e.g., musket drills, urban tactics). Mechanics emphasize weight, fatigue, authentic weapon handling.
- **Combat**: Survive dynamic battles with no fixed boundaries. Deliberate combat with era-appropriate ballistics (e.g., longbow arcs, bullet drop) and movement (stamina, terrain effects).
- **Permadeath**: One death resets players to boot camp, losing rank but retaining knowledge.
- **Progression**: Rank is the win condition (e.g., private to general). Higher ranks unlock rear-echelon roles (logistics, artillery), HQ planning (troop deployments), and political influence (morale, policy). Each era has unique progression.
- **Dynamic Battlefields**: Procedurally generated maps (~100-1000 km²) based on player clusters, using real geography (e.g., European castles, modern deserts). Terrain evolves with combat (e.g., craters, ruins).
- **Realistic Mechanics**:
- **Ballistics**: Era-specific weapons (e.g., muskets with ~20s reloads, sniper rifles with wind effects). Physics for bullet drop, ricochet, environmental damage.
- **Movement**: Fatigue, terrain (e.g., mud, rubble), and weight (e.g., armor slows speed).
- **AI System**: Human-like AI for enemies/allies, with tactical choices (e.g., flanking, retreating) and strategic decisions (e.g., supply management). Pathfinding for dynamic terrain.
- **Multiplayer (Optional)**: Co-op for squad combat or planning; competitive modes as stretch goal.
- **Visuals/Audio**: Historically accurate visuals (e.g., medieval armor, modern gear) with Unigine’s PBR or CryEngine’s SVOGI rendering. Atmospheric effects (e.g., smoke, fog). Immersive audio for weapons, dialogue, war ambiance.

**Engine Selection**:
- **Unigine Engine (Preferred)**: Double-precision physics for real-scale maps, precise ballistics, procedural terrain for dynamic battlefields, simulation-grade rendering. Ideal for large environments, but requires custom shooter mechanics.
- **CryEngine**: Photorealistic visuals, built-in shooter templates (e.g., *Crysis*-style combat), strong destruction physics. Smaller community, less precise physics than Unigine.
- **Freelancer’s Role**: Justify engine choice based on expertise and project needs.

**Technical Requirements**:
- **Game Engine**: Unigine (2025 version) or CryEngine, based on freelancer expertise.
- **Programming**: C++ (Unigine/CryEngine APIs), physics simulations (ballistics, terrain), procedural generation, AI pathfinding, networking (optional). UnigineScript/Lua for prototyping.
- **Physics**: Realistic ballistics, dynamic terrain (e.g., craters), soldier mechanics (fatigue, weight). Unigine’s double-precision for map scale; CryEngine for destruction.
- **Graphics**: 3D modeling, texturing, VFX for five eras. Unigine’s SSRTGI or CryEngine’s SVOGI for lighting/weather (e.g., rain, sandstorms).
- **Optimization**: 60 FPS at 1080p/4K on PC, console-ready. Use Unigine’s terrain streaming or CryEngine’s level streaming.
- **Tools/Assets**: Unigine Editor or CryEngine Sandbox. Custom assets due to limited marketplaces. Blender/Substance Painter for modeling/texturing.

**Full Game Scope**:
- **Eras**:
- 1201: Medieval (swords, sieges).
- 1401: Late Medieval (early blackpowder, knights).
- 1601: Early Modern (muskets, line battles).
- 1801: Napoleonic (cannons, formations).
- 2001: Modern (rifles, urban warfare).
- **Progression**: ~10-15 ranks per era, unlocking unique roles (e.g., knightly orders, NATO command).
- **Maps**: Five regions (~100-1000 km²), procedurally generated, era-specific geography.
- **AI**: Era-specific tactics, scaling with rank.
- **Game Length**: ~20-40 hours per era (100+ hours total).
- **Deliverable**: Complete game with single-player campaign, optional multiplayer.

**Freelancer Requirements**:
- **Experience**: 3D game development, ideally simulation, historical, or shooter titles. Portfolio with large-scale environments, physics, or AI. **Unigine or CryEngine experience required**.
- **Skills**:
- **Programming**: C++ (Unigine/CryEngine), physics, procedural generation, AI, networking (optional).
- **Art**: 3D modeling, texturing, animation for historical assets. Unigine SSRTGI or CryEngine SVOGI expertise.
- **Design**: Level design, balancing, UI/UX for progression.
- **Optional**: Multiplayer, console optimization.
- **Tools**: Unigine Editor or CryEngine Sandbox, C++, Git, Jira/Trello, Blender/Substance Painter.
- **Communication**: Weekly updates, video calls (English preferred).
- **Team**: Small teams or specialists (e.g., physics programmer, historical artist). Must collaborate.

**Deliverables**:
- Complete game (PC/console, Unigine/CryEngine-based).
- Source code, assets, documentation.
- Milestone builds (demos, alpha, beta).
- Marketing materials (screenshots, trailers).

**Application Instructions**:
- Submit proposal with approach, engine choice, physics/AI strategy, timeline.
- Include portfolio (Unigine/CryEngine, war games, dynamic environments).
- Provide hours/cost per milestone, team size.
- Highlight Unigine physics/procedural terrain or CryEngine shooter/rendering experience.
- Specify availability, time zone.

**Additional Notes**:
- **Confidentiality**: NDA required. Specific lore/mechanics shared post-hiring.
- **Creative Input**: Suggestions welcome, but adhere to core vision (dynamic maps, permadeath, ranks).
- **Support**: Historical consultants provided for era accuracy." (client-provided description)


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