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I’m planning a full-scale Role-Playing Game for PC and want it coded natively in C++. The project starts from the ground up: core engine features, combat and progression systems, world interaction, dialogue, saving/loading and the usual RPG essentials. While I have not locked in a particular graphic pipeline yet, I do know everything must be driven through C++ so we keep full control of performance, memory management and future porting options. If you are comfortable integrating your own rendering solution—or plugging in something like SDL, OpenGL, DirectX or a lightweight engine wrapper—that flexibility is welcome as long as it stays C++ at the heart. Deliverables • A clean, well-documented C++ codebase compiling on modern Windows toolchains (Visual Studio or CMake). • A runnable PC prototype that demonstrates: character creation, one explorable area, turn-based or real-time combat loop, inventory management and save/load. • Build instructions and a brief technical overview so another developer can pick up the project. Acceptance criteria • No third-party engine that forces proprietary scripting (e.g. Unity, Unreal blueprints). • Steady 60 fps on a mid-range PC when the demo scene is populated with placeholder assets. • Source compiles with zero errors or warnings at /W4 (or –Wall) level. If this sounds like the kind of technical RPG challenge you excel at, let’s discuss your approach and timeline.
Project ID: 40428469
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65 freelancers are bidding on average $489 USD for this job

Approaching your PC RPG project, I can bring extensive proficiency and genuine passion for honing complex C++ game systems. With a decade of experience at ZAWN Tech, my team and I have been translating intricate ideas into reliable solutions, blending solid C++ programming skills with deep game design and development understanding. We're very comfortable working from scratch and seasoned enough to handle the entire process, from core engine features to saving/loading mechanisms - all driven natively by C++. Your requirement for optimal performance and memory management aligns well with our expertise. We've dabbled in SDL, OpenGL, DirectX, as well as written lightweight engine wrappers when necessary without losing sight of that constant "C++-ness" you wish to maintain. With us onboard, you're assured of a clean, well-documented codebase on modern Windows toolchains (Visual Studio or CMake), ensuring stability and future porting options. Additionally, with 300+ recommendations as a testament to our ability to compile zero-error code at /W4 (or –Wall) level, we can assure you a stable centerpiece for your RPG dreams.
$750 USD in 7 days
9.3
9.3

Since 2015 I have been working in C/C++/C# programming and 10(ten) years of experience in C/C++/C# programming. Windows Desktop Application, Console Application, Image Processing and have knowledge in Driver Development in C. Expert in data structure building and Object Oriented Programming (OOP). Have a great experience in C++ MFC and C++ WinUI 3 for GUI design and development. Also expert in C/C++ GPU CUDA programming. If you want a good delivery of the project, then send me a message, please.
$750 USD in 7 days
7.4
7.4

Hello, I understand you’re looking for a ground-up C++ RPG prototype with a clean, engine-level architecture—no Unity/Unreal dependency, full control over rendering, memory, and systems, and a working vertical slice featuring character creation, exploration, combat loop, inventory, and save/load, all compiling cleanly with CMake or Visual Studio and targeting stable 60 FPS on mid-range hardware. I will design and implement a modular C++ architecture with clearly separated systems: core engine loop, entity/component structure, input handling, scene/world management, and RPG gameplay systems (combat, inventory, progression, dialogue, and persistence). Rendering can be built using a lightweight backend such as SDL + OpenGL (or DirectX if preferred), keeping the engine fully C++-driven and engine-agnostic at the gameplay layer. The deliverable will include a runnable Windows prototype featuring a playable test area, basic character setup, and a functional combat and save/load loop using clean, warning-free code. Alongside the codebase, I’ll provide structured CMake build configuration, clear documentation for setup and architecture flow, and a concise technical overview so another developer can extend it easily. I can start by defining the engine skeleton and core loop immediately to ensure scalability before gameplay systems are layered in. Thanks, Asif
$750 USD in 11 days
6.6
6.6

Hello, I’m very interested in your C++ RPG project. I work in your timezone, communicate clearly, and always meet deadlines. I specialize in performance-focused C++ game systems (engine architecture, combat, inventory, save/load) using modern Windows toolchains, CMake, and optional SDL/OpenGL/DirectX integration. I can deliver a clean, well-documented prototype with character creation, one explorable area, combat loop, inventory, and save/load running at stable 60 FPS. If Unity is ever required, I’m also an expert in Unity and can build the same systems there. Budget is flexible and negotiable, and I’m open to long-term collaboration. Looking forward to working with you.
$500 USD in 7 days
5.7
5.7

Your biggest risk is not the rendering pipeline—it's building a modular architecture that won't collapse when you add multiplayer, modding support or console ports 18 months from now. I've seen three RPG projects fail because they hardcoded combat logic into the rendering loop, making every feature change a 40-hour refactor. Before I map out the technical approach, I need clarity on two things: What's your target for concurrent entities in a single scene (50 NPCs or 500)? And are you planning Steam Workshop integration or any modding API down the road? These decisions dictate whether I architect around an ECS pattern or a traditional object hierarchy. Here's the architectural approach: - C++ CORE ENGINE: Build a component-based system with hot-reloadable DLLs so you can iterate on combat logic without recompiling the entire codebase. I'll use memory pools to eliminate allocation spikes during combat. - DIRECTX 11 RENDERING: Implement a deferred renderer with instanced draw calls to maintain 60fps with 200+ entities on screen. I'll keep the graphics layer abstracted so swapping to Vulkan later takes days, not months. - SAVE/LOAD SYSTEM: Design a binary serialization format with versioning support so you can add new stats or items without breaking old saves. I'll include automatic migration scripts. - COMBAT FRAMEWORK: Build a data-driven ability system where spells and attacks are JSON configs, not hardcoded classes. This lets you balance the game without touching C++ code. - CMAKE BUILD PIPELINE: Set up cross-compiler support with automated testing so your CI/CD catches memory leaks before they ship. I've built two commercial RPG engines from scratch—one that shipped on Steam with 40-hour campaigns and another that handled 10K mod combinations without crashing. I don't take on projects where the client expects a playable demo in 3 weeks, because proper architecture takes time. Let's schedule a 20-minute call to discuss your entity count targets and whether you need deterministic combat for potential multiplayer.
$450 USD in 10 days
5.8
5.8

Hi, This is a serious project, and I like that you’re thinking about long-term control instead of relying on heavy engine abstraction. I’m comfortable working in native C++ and building systems from the ground up. For something like this, I’d keep the architecture modular from day one — rendering, gameplay, combat, save/load, UI, and data systems separated cleanly so the project stays maintainable as it grows. For rendering, I’d probably recommend SDL + OpenGL or DirectX depending on your goals, with CMake for portability and clean builds. The first milestone should focus on a strong technical prototype: character creation, one playable area, combat loop, inventory, and save/load running smoothly at stable performance. I also agree with keeping third-party dependencies lightweight and avoiding proprietary scripting layers. Regards, Bilal
$500 USD in 2 days
5.8
5.8

✅Hi, Client. I am a senior C#/C++ developer✅ I have successfully completed several projects similar like yours. I am interested in your project. I would like to work for you in the long term. Please send a message to discuss this project. I look forward to hearing from you. My main goal is to gain my client's satisfaction by completing a job with 100% accuracy I am a senior C#/C++ developer with over 10 years of rich experience in C#/C/C++/QT/Java/Python/Reverse Programming, API integration/Database management and Device Communication(RS232/485, Modbus). So, I can complete it within your timeline. Best regards! From Hien ...
$750 USD in 7 days
5.9
5.9

Hello " Lets Gets Started, You are looking for PC RPG Development in C++ I know you have several tempting proposals here, but I guarantee you to be impressed by my work. I have various skills in DirectX, Game Development, Game Design, Software Architecture, RPG Development, C Programming, C# Programming and C++ Programming. If you give me this chance you will be impressed, because I guarantee that I will meet your expectations. I invite you to get a look at my portfolio You Can see it from here : https://www.freelancer.com/u/sahildogra222 If you have any questions or queries, do not hesitate to contact me. I hope to start working with you. With regards! Sahil
$250 USD in 1 day
5.4
5.4

As we dive into your ambitious RPG project, let me tell you why I am the perfect fit. With my extensive experience in C++ programming and software architecture, I not only have a thorough understanding of the language essentials but also a deep integration capability within different technologies. Whether it is designing from scratch or integrating with other rendering solutions, I am adept at maintaining C++ at the core while maximizing performance and memory management. Apart from my C++ expertise, my work experiences involving LLM integrations and ML models designed to operate within existing workflows give me an edge for this project. I understand the need for clean, reliable codebase as well as thorough documentation. Additionally, my connection across various platforms (namely AWS, GCP, and Azure) reflects my adaptability on technologies to give solid build instructions for your project. Moreover, as a consultant committed to shipping intelligent systems successfully, I value well-structured teamwork. We can discuss potential approaches and timelines for your project in detail to ensure that we meet all the functional requirements like character creation, world interaction, combat loops, inventory management as well as non-functional ones like steady 60 fps on mid-range PC. So let's leverage the power of C++ together to build an outstanding game that passes your high standards!
$500 USD in 7 days
5.4
5.4

Hi Robin S., Last week i did a very similar C++ PC RPG prototype (custom renderer + ECS), so i’m confident to handle this really well while keeping full native control and zero 3rd‑party scripting. i would like to know the below. - Which rendering path do you prefer: DirectX11/12, OpenGL, or Vulkan, and is SDL ok just for window/input? - For the prototype combat, do you want turn‑based, real‑time, or RTwP, and should I lock simulation to a fixed 60 Hz step? I think we should. - Use a data‑oriented ECS with memory pools and a small job system; this keeps perf predictable and avoids fragmentation. - Set up CMake + CI to enforce /W4 or -Wall, clang‑tidy, and ASan/UBSan so the codebase stays clean and stable. Lets follow a plan like this. - I scaffold the repo with CMake, platform layer, and pick the renderer; get a triangle and basic material/shader path running. - I build the core loop, ECS, resource manager, input, camera; populate a placeholder scene and hit steady 60 fps. - I implement gameplay: character creation, one area, inventory, save/load, and the chosen combat loop with simple AI. - I profile, fix hot paths, add serialization tests, document architecture, and deliver build instructions; code compiles clean at /W4(-Wall). May I know if you are the project owner or part of the direct client team, because I usually work directly with the customer and do not engage through agents, brokers, or middle parties. Thank you for understanding. Don’t mind.
$750 USD in 5 days
5.8
5.8

Hello, I understand you're looking for a developer to build a PC RPG in C++ from the ground up, focusing on performance, control, and future portability. This aligns well with my experience in building robust and scalable systems. I'm Taiwo, a UK-based Senior Software Developer with 10 years of experience, including work at IBM, UK Government, BMW, and Sky. I hold a Master’s in Cyber Security and a Bachelor's in Applied Computer Science, giving me a strong foundation in both development and secure coding practices. My experience includes developing backend systems in C++, integrating with various technologies, and ensuring optimal performance. I can deliver a clean, well-documented C++ codebase with a runnable prototype that meets your specifications. Relevant Projects: ⏺GitSecure: A Security tool that finds, prioritize, and fix vulnerabilities in real-time before they become threats to your code and cloud ⏺IBM: Managing projects and people across different time zones and writing their API documentation. My approach would involve: setting up the core engine, implementing the combat and progression systems, developing world interaction and dialogue, and creating a save/load system. I'm comfortable with integrating a rendering solution that fits your needs, whether it's SDL, OpenGL, DirectX, or a lightweight engine wrapper. Meeting the 60 fps target on a mid-range PC will be a priority. Let's discuss your specific vision and timeline. If
$600 USD in 7 days
5.0
5.0

Hi, I’m Karthik with 15+ years of experience in C++ application development, game systems architecture, performance optimization, and real-time software engineering. Your RPG project is technically exciting, and I can help build a clean native C++ foundation focused on performance, scalability, and future portability. I can develop: • Core RPG architecture in modern C++ • Character creation & progression systems • Combat engine (turn-based or real-time) • Inventory & item management • Dialogue & interaction systems • Save/load framework • Scene/world management • Rendering integration using SDL/OpenGL/DirectX as needed • CMake/Visual Studio compatible builds Why choose me: • Strong expertise in native C++ development • Experience with performance-focused system architecture • Clean modular code with /W4 or -Wall compliance • Focus on maintainability & future expansion Deliverables: • Well-documented C++ codebase • Runnable PC prototype • One explorable gameplay area • Combat + inventory + save/load demo • Build instructions & technical overview I can help establish a scalable RPG framework that supports future world expansion, AI systems, quests, multiplayer, or advanced rendering pipelines later. Regards, Karthik Resonite Technologies
$800 USD in 7 days
5.2
5.2

Hello, I’d be glad to help build your RPG from the ground up in native C++, keeping everything clean, documented and fully optimized for performance. I’ve worked with custom engines and low-level rendering, so supporting DirectX, SDL, OpenGL or a lightweight custom pipeline fits naturally into my workflow. I can create a solid prototype with combat, exploration, systems logic and a clean code structure ready for future expansion, making sure it compiles warning‑free and hits stable performance. Thanks, Teo
$500 USD in 3 days
4.5
4.5

Hello there, I hope you are doing well. I’m a solo developer who loves building solid, performance-focused C++ systems from the ground up. I specialize in architecting modular game code, with a strong emphasis on engine cores, memory management, and cross-platform concerns. My approach centers on clean, well-documented C++ that stays close to the metal for predictable performance, with optional rendering backends that you can swap in later without rewriting core systems. In past work, I’ve designed and implemented core RPG mechanics and engines, character creation, inventory, combat loops (turn-based or real-time), progression trees, dialog frameworks, and robust save/load pipelines, always prioritizing portability and clarity. I build with tooling in mind: clear module boundaries, Profiling hooks, and straightforward build instructions so another developer can jump in quickly. I can deliver a clean, compilable C++ project on modern Windows toolchains, a runnable prototype (character creator, explorable area, combat loop, inventory, save/load), and a concise technical overview with setup steps. I’ll keep the code lean, documented, and deterministic to hit your 60fps target on mid-range hardware, with zero warnings at /W4. Please feel free to reach out to discuss your preferred rendering path and a realistic timeline. I’m excited by the prospect of modeling a modular PC RPG engine with you. Best regards, Billy Bryan
$250 USD in 5 days
4.5
4.5

Hi, there I can develop a native C++ RPG prototype from the ground up with a clean architecture focused on performance, scalability, and long-term maintainability. The project will include core gameplay systems such as character creation, combat mechanics, inventory management, world interaction, dialogue flow, and save/load functionality while keeping the entire stack fully C++ driven. I am comfortable building the rendering layer with SDL/OpenGL or a lightweight custom framework depending on your preferred direction, ensuring stable FPS performance and efficient memory management. The codebase will be modular, well-documented, warning-free under strict compiler settings, and structured for future expansion into a larger RPG world. Let’s connect and discuss the gameplay style, combat direction, and technical architecture so I can propose the best approach for your prototype. Best Regards, Sean D.
$500 USD in 7 days
4.6
4.6

As a seasoned developer with multifaceted experience in C++, game development, and software architecture, I believe I'm the perfect fit for your PC RPG project. Having created robust web and mobile applications using cutting-edge technologies like C#, Rust, and Unity, I possess a strong understanding of the RPG's core mechanics, which would allow me to design a well-structured, performant game from scratch. My proficiency in languages such as C, C++, and C# gives me an edge when it comes to optimizing performance and managing memory – critical elements for a large-scale game project like yours. I understand that you need full control over these aspects while keeping portability options open. My knowledge of platforms like SDL, OpenGL, DirectX and lightweight engine wrappers would greatly enhance the flexibility of the project, while staying true to its core - C++. Delivering results with zero errors or warnings and running at steady 60 fps on mid-range PCs is a standard that I adhere to stringently in my projects. In fact, such standards prompted me to become adept at maintaining clean codes while precisely documenting their functions – something essential for a project that could be handed off to another developer later. Could we hop on a call to discuss the timeline and explore my technical approach?
$500 USD in 7 days
4.2
4.2

Hello There, As per my understanding you want a custom RPG engine and core game systems built natively in C++ for maximum performance and cross platform flexibility. I have hands on experience in systems level programming and developing custom game architectures that prioritize efficient memory management and low level hardware control. I will give you a solid foundation for your RPG that grows exactly the way you want without the bloat of generic game engines. You will get a fast and responsive prototype where you can test your combat and progression ideas immediately, giving you the confidence that your game is built on a professional grade codebase. This setup ensures your project remains portable and scalable, allowing you to focus on the story and gameplay while I handle the technical complexity of the engine. I will build the core architecture using C++20 and CMake for a modern and maintainable build system. I will implement a custom Entity Component System to manage game objects efficiently and use SDL2 or OpenGL for the rendering abstraction layer to ensure high frame rates. The system will feature a modular inventory and dialogue manager, with a robust serialization layer using JSON or binary formats for reliable save and load functionality across different PC configurations. Best regards, Bharat Joshi
$500 USD in 7 days
4.6
4.6

hi, i have reviewed the details of your project. i can help build a clean and modular c++ architecture using modern rendering libraries like sdl with opengl or directx depending on your preference. the prototype can include character creation, combat systems, inventory management, save and load flow, and a structured world interaction system while keeping the codebase optimized and maintainable. the focus will be on solid engine foundations and long term scalability instead of quick shortcuts. can we schedule a quick meeting to discuss the project in detail. it will help me understand your gameplay direction and technical goals better and then you can decide if i’m the right fit. i will also share relevant game development work during the chat. mughira
$500 USD in 7 days
4.4
4.4

Hi, I am a C++ game developer with 8 years of rich experience. I am familiar with C++, Game Development, RPG Systems, SDL, OpenGL, DirectX. For this project, the most important part is building a clean native C++ foundation that can support RPG systems without depending on heavy proprietary engines. I can create the PC prototype with character creation, one explorable area, combat loop, inventory, save/load, and clear build instructions for Visual Studio or CMake. I also focus on performance, memory safety, and well-documented code so the project can be extended later. I'm an individual freelancer and can work in any time zone you want. Please contact me with the best time for you to have a quick chat. Looking forward to discussing more details. Thanks. Emile.
$250 USD in 7 days
3.4
3.4

Hi! I've been deep in C++ ever since I mastered C# back in the day, and I've spent serious time both inside Unreal Engine (pure C++, no Blueprint logic) and building rendering pipelines from scratch. Your RPG spec is the kind of work I take on when I want full control over performance and architecture. I'd even say that this is a radical interest of mine. I see two clean paths to meet your requirements, and I can walk either one. The first is Unreal Engine kept strictly in C++. I believe you realize that Unreal runs on C++ at its heart; the entire engine source is open to us. I can set up the project in pure C++, strip away unnecessary modules and plugins, and build all gameplay systems, combat, dialogue, inventory, and save/load (encrypter, ofcourse, and not hackable) directly in code. We'd only ever use Blueprints for things like hooking up animation montages or data assets if absolutely helpful, but all logic stays in .cpp files. This route immediately gives us a production-grade renderer with PBR, dynamic lighting, post-processing, and all the pipeline optimizations Epic spent decades refining, which saves a huge amount of time and budget. We'd also be able to customize the engine if something doesn't fit. Unreal's source is fully modifiable, so I can disable things like forced streaming levels, tick groups, or any features we don't need. The result is a satisfying executable that compiles cleanly at /W4, hits 60 fps on mid-range hardware easily, and keeps all the future porting doors open because the C++ layer is ours. A prototype with character creation, an explorable area, combat, inventory, and save/load is realistic in a short timeline because the heavy graphics lifting is already solved. The second path is going engine-less. straight C++ with modern OpenGL (4.6), SDL or GLFW for windowing and input, and a hand-rolled rendering backend. This gives you absolute ownership of every byte and no dependency on any third-party framework beyond the standard libraries you link against. I've built deferred and forward renderers from scratch, set up shadow mapping, skeletal animation pipelines, and entity component systems all in plain C++. The trade-off is that I can't realistically match the visual quality of an engine like Unreal that has whole teams dedicated to shader compilation, global illumination, material editors, and years of optimization for every GPU family. You'll still get a solid, stylized look, stable fps, and fully deterministic C++ code, but the lighting and post-effects will be simpler, and development will take longer (noticably longer, matter of fact) because we'd be reinventing the UI system, physics integration, and asset pipelines that Unreal gives us for free. It's absolutely doable, and I'm comfortable delivering it, but you'd need to accept that graphical fidelity won't be a Unreal-level showcase out of the gate, and that it won't be comparable to the time it takes us to achieve what we want with the help of an engine. For both approaches I guarantee a clean C++ codebase compiling with zero errors and zero warnings under /W4 (MSVC) or -Wall -Wextra (Clang/GCC), with CMake for build, and a technical overview that any C++ developer can pick up and extend. The demo will run locked at 60 fps on a mid-range PC with placeholder geometry, and all systems will be documented in the source. I'm happy to discuss which direction fits your vision and timeline better. Just let me know if you'd like to talk. I believe we can achieve the satisfying result, as I treat RPG with the most respect and that I will put full-time commitment for it. RPG world is honestly like a religion to me, and I will guarantee step-by-step communication throughout the entire process. Cheers, Adam J. PS: I study advanced physics, so no glitches or performance heavy calculations will be seen, as I am exceptionally trained to work with tensores, vector calculation, differential equation and all analytical mechanical topics used in game development. Just a side note :)
$550 USD in 35 days
3.1
3.1

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