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Project Morale Blitz is my high-octane, three-lane Auto-RTS/TPS hybrid where players command an “Infinite Army” of automated squads while taking direct control of a resource-limited Hero. To move the design forward I need a playable prototype that proves the Reflex combat loop—quick, skill–driven firefights in which positioning, distance-based aiming and shifting team morale decide each micro-tug-of-war. Scope of this milestone • Build a third-person Hero controller in Unity that feels snappy, with an unmistakable focus on combat skills: strafing, sprint bursts, slide-into-cover, over-the-shoulder free-aim and a two-weapon load-out system. • Implement the Reflex calculation (distance bands, line-of-sight checks, morale bonuses) and feed the result to simple damage / stagger responses. • Spawn and drive two lanes of AI squads that push automatically so the Hero constantly makes quick battlefield decisions. Greyboxed capsule troops are fine—the emphasis is on the combat math and moment-to-moment feel. • Drop everything into a single small “ruined city” test arena that hints at a Disney-style semi-realistic look through stylised proportions, bright colour accents and soft PBR materials. Placeholders are acceptable so long as scale and silhouettes match that visual direction. • Cleanly commented C# plus a short read-me outlining scene setup and public hooks for future systems. Acceptance criteria 1. Hero actions register within 100 ms and blend cleanly between locomotion states. 2. Reflex calculation updates every frame; distance and morale modifiers visibly alter hit feedback. 3. A five-minute local playtest shows back-and-forth lane pressure without crashes or frame-drops below 60 fps on a mid-tier PC. 4. All code is organised under a single Assembly Definition, no external packages beyond Unity LTS defaults. If this slice clicks we continue into full three-lane, networked play, so smart architecture and tidy Git commits are appreciated.
Project ID: 40421576
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Active 8 days ago
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22 freelancers are bidding on average $24 USD/hour for this job

Hi there, I have read your requirement and this sounds like an interesting game. I wrapped up my previous project and ready for the next challenge. I am ready to commit full time on this game. Looking forward to working with you long-term. Best, Garaga
$15 USD in 40 days
6.7
6.7

Hello there I would love to assist you with the development of your combat game. I’m a professional game developer. Please feel free to reach out to me Thanks in anticipation
$15 USD in 40 days
3.0
3.0

Hi, This is a really interesting concept—and more importantly, your scope is well-defined for a prototype. I like that you're prioritizing the *combat feel + Reflex system* over visuals at this stage—that’s the right call. With 8+ years in development and solid experience in C#/.NET and real-time systems, I can build a clean, performant Unity prototype that focuses on responsiveness and gameplay clarity rather than overengineering. **How I’d approach this milestone:** * **Hero Controller (Core Feel First):** Tight third-person controller with responsive strafing, sprint bursts, slide mechanics, and over-the-shoulder aiming. Input responsiveness will be tuned to stay within your ~100ms expectation. * **Reflex System Implementation:** Frame-level calculations for: * Distance bands * Line-of-sight checks * Morale modifiers Feeding directly into damage, stagger, and visible feedback so the system feels tangible during play. * **Lane-Based AI Pressure:** Lightweight squad logic (capsule units) that continuously push lanes, creating constant decision pressure without heavy AI overhead. * **Test Arena:** Clean greyboxed “ruined city” with stylized proportions and lighting that hints at your intended visual direction without slowing development. * **Code Quality:** * Single Assembly Definition * Clean, modular C# structure * Well-commented systems * Simple readme + extension hooks for Phase 2
$20 USD in 40 days
2.3
2.3

Hi, I can build this prototype milestone for Project Morale Blitz in Unity with a strong focus on responsive third-person combat, Reflex system logic, and scalable architecture for future multiplayer expansion. The concept is well-suited for a greybox-first workflow where gameplay feel and combat systems are validated before content production. For this milestone, I’ll implement: • Responsive third-person Hero controller with strafing, sprint burst, slide, cover movement, and over-the-shoulder aiming • Two-weapon loadout system with clean switching logic • Reflex combat calculation (distance bands, LOS checks, morale modifiers) tied directly to damage/stagger feedback • Two AI squad lanes with automated push behavior to create constant battlefield pressure • Small ruined-city prototype arena with stylized semi-realistic placeholder visuals • Clean code structure using a single Assembly Definition and Unity LTS defaults only Deliverables: • Playable Unity prototype build • Full source project with commented C# scripts • Readme covering scene setup and extension hooks for future systems The focus will be gameplay responsiveness, readable combat feedback, and maintaining 60 FPS on mid-tier PCs. Architecture will be modular so future features like networking, third lane systems, and larger AI behaviors can be layered on cleanly. Timeline: prototype milestone can be delivered quickly after scope confirmation. Ready to start immediately. Best Regards
$20 USD in 40 days
0.6
0.6

I already see a clean way to execute this. I specialize in fast-paced action prototypes and hero-centric combat systems in Unreal and Unity, with a focus on making characters feel responsive, impactful, and fun fast. I’ve built early combat sandboxes, ability kits, and lane-based AI encounters before, so getting a “playable feel” slice of Project Morale Blitz is right in my wheelhouse. You want a tight, three-lane Auto-RTS/TPS hybrid where players command an “Infantry Hero” that feels powerful, readable, and immediately satisfying, even at prototype stage. The goal is simple: prove the core fantasy, pacing, and combat loop so you can test, iterate, and pitch with confidence. My approach would be to lock in a single hero kit, core inputs, basic enemy behaviors, and a small but polished combat scenario that showcases your intended intensity and flow. What engine and existing assets (if any) are you already committed to for this prototype? Lets chat more about your project, worst case you walk away with a free strategy session Regards
$20 USD in 7 days
0.0
0.0

The challenge of creating a responsive and engaging combat experience in your auto-RTS/TPS hybrid, Project Morale Blitz, is clear. Ensuring that the Hero controller provides immediate feedback and fluid movement while also enabling strategic AI interactions will be crucial to the gameplay experience. With over 12 years of experience in game development using Unity, I can build a finely-tuned third-person Hero controller that incorporates essential combat skills such as strafing and aiming mechanics. My expertise in C# will allow for seamless integration of reflex calculations, ensuring distance and morale modifiers dynamically impact gameplay. Moreover, I have a solid background in developing AI systems that can drive lane-based strategies without compromising performance. This includes crafting well-organized code and adhering to best practices for future scalability. Could you clarify if you have any existing assets or specific design inspirations you’d like me to consider when developing the test arena?
$25 USD in 7 days
0.0
0.0

Hi there, Your prototype needs to prove the Reflex combat feel first: fast Hero control, readable lane pressure, and morale/distance math that changes the fight in real time. I can build this in Unity LTS with clean C#: snappy third-person movement, sprint/strafe/slide-cover, over-shoulder aim, two-weapon loadout, Reflex checks, simple AI squad lanes, and a greyboxed ruined-city arena. I’ll keep everything under one Assembly Definition, no extra packages, with commented code, Git-friendly structure, and a README for future expansion. Best, Carlos
$30 USD in 40 days
0.0
0.0

"For your 'Morale Blitz' prototype, you need a developer who prioritizes logic architecture and performance math. While many can build a character in Unity, I specialize in building the complex 'Engines' behind the scenes. I recently developed Trading Guardian, a high-octane financial risk engine that handles massive real-time mathematical calculations with zero lag. I will apply that same level of precision to your Reflex combat loop. My Approach for your prototype: System-First Architecture: Clean, modular C# code using Assembly Definitions as requested. Reflex Math: I will build a robust, frame-accurate calculation system for distance, line-of-sight, and morale bonuses. High-Performance Feel: I guarantee 60+ FPS on mid-tier hardware with snappy Hero locomotion. I understand the 'Disney-style' visual direction and can deliver a greyboxed arena that matches that silhouette and scale. Let's build a prototype that proves the fun factor."
$15 USD in 40 days
0.0
0.0

Hi there ✌️. I’ve built Unity prototypes focused on fast third-person combat, AI-driven squad systems, and state-machine based controllers using clean C# architecture and ScriptableObject-driven game logic. I’m comfortable implementing snappy Hero movement (strafe, sprint, slide, over-shoulder aim) with low-latency input response and tight animation blending in Unity. For your project, I’d implement the Reflex combat system as a real-time calculation layer (distance, LOS, morale modifiers) feeding directly into damage, hit feedback, and stagger logic each frame. I’ve also built lane-based AI simulations using lightweight steering systems to maintain performance while keeping constant battlefield pressure. I structure projects with Assembly Definitions, modular systems (Player/AI/Combat), and performance-first design to ensure stable 60 FPS prototypes ready for scaling into multiplayer RTS/TPS systems. Regards,
$15 USD in 40 days
0.0
0.0

✋ Hi there. I can build your Hero combat prototype in Unity with third‑person controller, Reflex calculation, and two lanes of AI squads pushing automatically. ✔️ I have built three combat prototypes in Unity before, each one with sliding, sprint, aim, distance‑based damage, and lane‑based spawners running at 60+ fps. ✔️ I will code a Hero controller with strafe, sprint, slide, over‑the‑shoulder aim and two weapons, implement your Reflex formula using distance bands and morale, spawn two lanes of capsule squads, then stage everything in a stylised ruined city test arena. Let’s chat so you can share your Reflex calculation spreadsheet and any existing movement scripts. Mykhaylo
$20 USD in 40 days
0.0
0.0

⭐⭐⭐⭐⭐ DEAR CLIENT ⭐⭐⭐⭐⭐ Hello, I have reviewed the project details. I have extensive experience in Unity C# development and TPS/RTS hybrid prototypes, and I can build a snappy, combat‑focused Hero prototype for Project Morale Blitz that proves your Reflex combat loop while staying within your $15–25 USD/hour range. What I’ll deliver Third‑person Hero controller Snappy strafing, sprint bursts, slide‑into‑cover, and over‑the‑shoulder free‑aim, with smooth state blending (under 100 ms response). Two‑weapon load‑out system (switch, reload, cooldown) wired to aiming and damage. Reflex combat system Distance‑band calculation (near / mid / far) plus line‑of‑sight checks and morale‑based modifiers affecting hit‑accuracy, stagger, and damage. Visual feedback (audio, FX, hit‑markers, recoil) that clearly shows morale / distance changes during combat. Two‑lane AI squads Auto‑pushing squads (greyboxed capsules) that advance per lane, creating constant micro‑tug‑of‑war and forcing quick Hero decisions. Ruined‑city test arena Small, stylised “ruined city” arena with Disney‑style semi‑realistic proportions, bright accents, and soft PBR materials; placeholders accepted but respecting scale and silhouette. Clean architecture & documentation All C# code under a single Assembly Definition, with clear comments and no external packages beyond Unity LTS defaults. Short README explaining scene setup, public hooks, and how to extend into three‑lane / networked play later.
$15 USD in 40 days
0.0
0.0

We recently assisted a client with a similar setup, ensuring their application ran seamlessly on the new environment without disrupting existing workflows. I can build the third-person Hero controller and AI squad behavior you need, focusing on responsive combat mechanics and smooth, user-friendly interactions. The reflex combat loop will be accurately modeled to reflect real-time decisions while keeping the prototype optimized and visually coherent in Unity. This is exactly the kind of project where a structured, detail-focused approach makes all the difference, and that’s what I bring. I understand the importance of clean, professional code with seamless integration of reflex calculations and automated AI lane pressure for a polished local playtest. Regards Sebastian
$15 USD in 14 days
0.0
0.0

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