
Closed
Posted
Paid on delivery
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: 40428561
58 proposals
Remote project
Active 21 secs ago
Set your budget and timeframe
Get paid for your work
Outline your proposal
It's free to sign up and bid on jobs
58 freelancers are bidding on average $991 USD for this job

As a full-service IT and Engineering company with over a decade of experience, we have an in-house team of specialized developers and engineers familiar with multiple domains, which is crucial for a comprehensive RPG development project like yours. Our core expertise includes C++, Game Design, and Game Development, making us the ideal candidate to tackle your PC RPG from the ground up. We appreciate your emphasis on performance and control, which aligns well with our approach to gaming projects. With our hands-on delivery approach, we can ensure that your game runs at a steady 60 fps on a mid-range PC even with placeholders assets. Our deep knowledge of memory management and performance optimization will ensure that it's not just running smoothly but also future-proof for potential porting options. Moreover, our reputation for clean, well-documented code that compiles without errors or warnings at maximal levels also aligns perfectly with your requirements. We prioritize efficient communication throughout every step of the process to guarantee we share the same understanding of your project goals.
$750 USD in 7 days
9.3
9.3

Hey there, I have carefully reviewed your project requirements. With over 10+ years of experience in game development, I have built and delivered high-quality games across multiple platforms, focusing on performance, scalability, and engaging player experiences. My expertise includes Unity, Unreal Engine, C#, C++, multiplayer systems, game mechanics, UI/UX for games, in-app purchases, and third-party SDK integrations—all highly relevant to building polished and production-ready games. I would love the opportunity to discuss your game idea in detail and collaborate on bringing it to life with a strong technical foundation and engaging gameplay. Due to NDAs, links aren’t public—but once you open the chat, I’ll share live demos and walkthroughs. NOTE: Please consider the current budget as flexible — we can finalize it after discussing the complete scope and feature set. Thanks & Regards, Kajal
$750 USD in 7 days
7.1
7.1

I’ve reviewed your request for a native C++ PC RPG built from the ground up with full control over engine systems, including character creation, exploration, combat loop, inventory, dialogue, and save/load functionality. The emphasis on performance, clean architecture, and avoiding engine lock-in is clear, along with the requirement for a compilable Windows-ready codebase using CMake or Visual Studio. I will design a modular C++ architecture with separate systems for gameplay (combat, inventory, progression), world management (map/scene handling), and core engine utilities (input, rendering abstraction, audio hooks, and save system). For rendering, I will integrate a lightweight C++-native solution (SDL/OpenGL or DirectX depending on your preference) while keeping the engine layer fully decoupled so it remains portable and extensible. The deliverable will include a working PC prototype featuring character creation, a single explorable zone, a complete combat loop, inventory handling, and save/load functionality, all running at stable performance with clean, warning-free compilation under modern toolchains. You will also receive a structured, well-documented codebase with build instructions and a clear technical overview so another developer can extend it easily. Thanks, Asif
$750 USD in 11 days
6.6
6.6

✅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 ...
$500 USD in 5 days
5.9
5.9

Your biggest risk here is not the rendering pipeline - it's building a game engine from scratch without a clear technical specification. I've seen three C++ RPG projects fail because developers started coding combat systems before defining the data model for character stats, item properties and quest states. That architectural debt compounds fast. Before we discuss implementation, I need clarity on two things. First, what's your target scope for the prototype - are we talking 2 hours of gameplay with 50 items and 10 enemy types, or a 20-minute vertical slice with 5 items? Second, do you have existing design documents that define your stat formulas, damage calculations and progression curves, or are we prototyping those systems as we build? Here's the architectural approach: - C++ CORE ENGINE: Build an entity-component system with strict separation between game logic, rendering and I/O. This prevents the spaghetti code that kills maintainability when you add multiplayer or console ports later. - DIRECTX 11 + IMGUI: Implement a deferred rendering pipeline with debug overlays for real-time profiling. I'll keep the renderer modular so swapping to Vulkan or OpenGL takes 2 days, not 2 months. - COMBAT SYSTEM ARCHITECTURE: Design a data-driven formula parser so your designers can tweak damage calculations in JSON without recompiling. I've built this for 2 turn-based RPGs where balance iteration speed was critical. - SAVE/LOAD SERIALIZATION: Implement binary serialization with versioning support from day one. I've debugged too many projects where developers used text files and couldn't load saves after adding new item types. - MEMORY MANAGEMENT: Custom allocators for entity pools and asset streaming to hit your 60fps target even with 200 NPCs on screen. Mid-range PCs have 8GB RAM but poor cache coherency - I'll profile with VTune to eliminate frame drops. I don't take on engine projects where the design scope isn't locked. I've architected 4 C++ game engines over 12 years, including one that shipped on Steam with 50K+ copies sold. Let's schedule a 20-minute call to walk through your GDD and define the technical milestones before I commit to a timeline.
$450 USD in 10 days
5.8
5.8

Dear Client, Hello There! I’m Md Toriqul Islam, a C++ developer experienced in game systems, engine architecture, gameplay mechanics, and performance-focused application development for PC platforms. I understand you need a native C++ RPG prototype from scratch with combat, progression, dialogue, inventory, save/load, and explorable world systems while keeping full control over performance and portability. I’ve worked on complex C++ application architectures before. I am skilled in C++, SDL, OpenGL, DirectX, game logic, and system optimization. I’m ready to start immediately and discuss timeline, architecture, and milestones. Looking forward to hearing from you. Best regards, Md Toriqul Islam
$250 USD in 6 days
5.7
5.7

Hi Robin S., Last week I shipped a native C++ RPG prototype (ECS core, D3D11 renderer, /W4 clean, steady 60 fps), so I’m confident I can handle this really well. I’ll build a lean engine in C++ with a swappable render backend, tight memory control, and clean builds in Visual Studio or CMake. The prototype will include character creation, one explorable area, a solid combat loop, inventory, and robust save/load. i would like to know the below. - Do you prefer real‑time or turn‑based combat for the prototype, and what camera (top‑down/isometric/third‑person) should we target? - Which render path do you want first: DirectX 11 (fast on Windows) or OpenGL (more portable), and any minimum Windows version? I think we should. - Use a data‑oriented ECS to keep gameplay fast, modular, and easy to extend without rewrites. - Run a fixed‑timestep update with decoupled rendering to lock 60 fps and keep physics/state deterministic. Lets follow a plan like this. - I stand up the platform layer (window, input, audio, file IO) and a clean CMake/VS toolchain with /W4 and warnings‑as‑errors. - I implement the ECS, components for stats/inventory/abilities, and a simple area loader with collisions and triggers. - I build the combat loop (per your choice), character creation flow, UI for inventory, and binary/JSON save/load. - I profile, optimise hot paths, add basic asset batching/culling, then deliver the runnable prototype with docs and build steps
$750 USD in 11 days
5.8
5.8

Hello, I've read your project description and understand you need a skilled C++ developer to build a PC RPG from the ground up, with a focus on performance and control. This aligns well with my expertise. I'm Taiwo, a Senior Software Developer in the UK with 10 years of experience and a master's degree in Cyber Security. While my recent work has been primarily in Python/Django, I have a strong foundation in C++ from my Computer Science degree and past projects. I have a keen eye for great UI/UX design which is crucial for any successful game. My experience with low-level languages will enable me to deliver a game that works seamlessly. I propose a phased approach: starting with core engine features, character creation and world interactions. The next steps will be to implement the combat progression, saving/loading, and inventory systems while adhering to your performance criteria. I can work with your choice of graphic pipeline (SDL, OpenGL, DirectX) with a clean, documented C++ codebase for Windows (Visual Studio or CMake). For examples of my management and coding expertise, see: ⏺ IMS Team and Equity Share. If my experience and approach resonate with your vision, I am available to begin immediately.
$600 USD in 7 days
5.0
5.0

Hi, I’m Karthik with 15+ years of experience in C++, game systems architecture, performance optimization, and custom engine/tool development. I can help build your PC RPG prototype fully in native C++ with clean architecture, strong performance focus, and extensible systems ready for future expansion. ✔ Native C++ RPG architecture ✔ Combat & progression systems ✔ Character creation & inventory management ✔ Save/load system implementation ✔ Dialogue & world interaction systems ✔ Rendering integration (SDL/OpenGL/DirectX) ✔ CMake & Visual Studio support ✔ Performance-focused memory management My approach: 1. Define modular game architecture 2. Build rendering/input/core systems 3. Implement RPG gameplay mechanics 4. Develop combat & inventory workflows 5. Add save/load & progression systems 6. Optimize performance & stability Prototype deliverables: • Runnable Windows PC RPG demo • One explorable environment • Combat loop (turn-based or real-time) • Inventory & character systems • Clean documented codebase • Build instructions & technical overview I focus on maintainable, engine-independent C++ architecture with clean code standards, scalability, and stable performance targeting 60 FPS on mid-range hardware. Available to start immediately with milestone-based delivery and regular technical demos. — Karthik
$870 USD in 7 days
5.2
5.2

Good day. I took a part in few open source projects related to gaming. Also one past work you can see in my portfolio (N64). Its interesting project and we can talk about planof development.
$250 USD in 30 days
5.1
5.1

Hello There, As per my understanding you want a custom C++ RPG engine and core game systems built from the ground up to manage combat, progression, and world interaction. I have hands on experience in low level systems programming and architecting high performance game engines for complex PC titles. I will give you a rock solid foundation for your game that keeps you in total control of performance and future growth. You will get a playable prototype where you can test your combat and world ideas immediately, ensuring your vision is built on a professional codebase that is ready for expansion. This approach removes the bloat of generic engines and gives you a proprietary asset that is fast, efficient, and tailored exactly to your RPG mechanics. I will build the engine using C++20 and CMake for modern build management, utilizing an Entity Component System to manage game objects with high cache efficiency. I will implement the rendering layer via SDL2 and OpenGL for cross platform potential and build a robust serialization system for reliable game saves. The prototype will feature a modular dialogue and inventory system driven by a data driven architecture, ensuring the code is clean, documented, and easy for future developers to scale. Best regards, Bharat Joshi
$500 USD in 10 days
4.6
4.6

Hi, This is the kind of project where architecture decisions matter more than quick prototyping, especially when the goal is a long-term RPG framework fully controlled in C++. For your RPG, I would structure the project around a modular C++ core using CMake and a lightweight rendering/input layer such as SDL2 with OpenGL or DirectX depending on your preferred direction. This keeps the engine fully native while allowing future portability and optimization without dependency on proprietary scripting systems. The prototype would include: Character creation and stats system Combat loop with AI/state handling Inventory and item framework Dialogue and interaction system Scene/world management Binary or JSON save/load system Performance-aware entity/component structure I also pay close attention to engineering quality. The codebase will compile cleanly under strict warning levels, remain well documented, and be organized so additional developers can extend systems easily. The biggest advantage of this approach is that you retain complete ownership and control over performance, memory usage, and future expansion rather than fighting against a heavyweight engine workflow later. Happy to discuss engine structure, rendering pipeline options, and milestone planning in detail. Best regards, Jakub
$500 USD in 7 days
3.8
3.8

With 15 years of experience in software development, my expertise lies primarily in languages like C++ and C#. Your project conditions require a mastery in C++, and I'm eager to showcase my abilities in creating clean and efficient code. Having developed a myriad of programs for Windows myself, your specified target toolchains – Visual Studio or CMake – won't be an issue to utilize effectively. Throughout my extensive career, efficiency and quality have been at the forefront of all my projects. I've consistently delivered error-free and well-documented source code that compiles without a hitch, even at the most stringent warning levels – /W4 or even -Wall. This meticulousness and firm belief in producing high-quality work align perfectly with your project's acceptance criteria. Furthermore, this RPG development endeavor encapsulates the kind of technical RPG challenge that I've always excelled at. From core engine features to combat systems, world interactions, dialogue options, saving/loading, and other RPG essentials – I’ve done it all! My competence extends not just in understanding and fabricating C++ code but also in integrating rendering solutions with OpenGL, DirectX or SDL. It would be a privilege for me to bring your vision to life while maintaining utmost control over performance, memory management, and future porting options - just as you've envisioned.
$250 USD in 7 days
3.7
3.7

Hey! I have put a bid on your previous project, it went as below: - 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

✅✅ It’s My Best Pleasure to SUPPORT You ✅✅ $750 USD (fixed) | ⏱3 weeks for native C++ RPG prototype, combat systems & engine architecture foundation With 9+ years of experience in C++ game development, engine architecture, gameplay systems, rendering pipelines, and performance-focused PC game programming using SDL, OpenGL, DirectX, and custom engine frameworks. Your requirement for a fully native C++ RPG architecture is exactly the right approach for maintaining long-term control over performance, memory management, scalability, and future portability. I can help you build a clean, extensible RPG foundation without relying on proprietary scripting systems or bloated engine dependencies. Core RPG Systems Development • Character creation and player-stat systems • Turn-based or real-time combat architecture • Inventory, equipment, and item-management systems • NPC interaction and dialogue framework • Save/load system with structured serialization • World interaction and event-trigger systems Prototype Deliverables • Playable PC prototype • One explorable area with combat encounters • Functional inventory and progression loop • Save/load support • Technical setup documentation and build instructions • Full source code ownership and delivery Portfolio: https://www.freelancer.com/u/photop2 Pier M
$750 USD in 12 days
3.2
3.2

Your vision for a native C++ RPG aligns perfectly with my background in high-performance game architecture and custom engine systems. Having previously developed data-oriented frameworks for complex systems, I understand that a full-scale RPG’s success hinges on a robust core loop and efficient memory management. I can translate your requirements into a scalable, high-performance codebase that prioritizes modularity and runtime efficiency. I will implement a custom Entity Component System (ECS) using modern C++20 standards to ensure cache-friendly data processing and seamless scaling for complex RPG mechanics. For the foundation, I recommend a modular architecture utilizing CMake for build management and either Vulkan or DirectX 12 for the rendering pipeline to maximize hardware utilization. We’ll integrate a robust scripting layer, likely through Lua or a custom DSL, to allow for rapid iteration of quest logic and dialogue without re-compiling the core engine. Additionally, I’ll prioritize a clear separation between the simulation logic and the presentation layer to facilitate easier debugging. Are you leaning toward a specific rendering API, or should we evaluate the best fit based on your target hardware? I’m also curious if you have a preferred serialization strategy for complex save-state management, such as Protocol Buffers or a custom binary format. I would love to discuss the technical roadmap for your RPG in more detail; feel free to message me here or we can jump on a brief call to align on the initial milestones.
$596 USD in 21 days
2.1
2.1

What stands out in your project is that you’re prioritizing engine-level control and long-term maintainability rather than building on top of a heavyweight commercial framework. That changes the challenge significantly — performance architecture, rendering abstraction, memory handling, save systems, gameplay state management, and tooling all need to be designed carefully from the beginning so the prototype can evolve into a scalable RPG foundation instead of a one-off demo. I’d approach this by structuring the project around modular gameplay systems first: entity/component management, combat flow, inventory, dialogue, persistence, and world interaction separated cleanly from the rendering layer. On the graphics side, I’d likely lean toward a lightweight rendering stack such as SDL/OpenGL or DirectX with modern C++ patterns and CMake-based builds so the project remains portable, debuggable, and independent of proprietary engine scripting constraints. The prototype would focus heavily on technical stability and extensibility — maintaining consistent frame pacing, deterministic save/load behavior, and clean subsystem boundaries while still delivering a playable vertical slice with exploration, combat, progression, and UI flows. I’ve worked on systems-oriented and performance-conscious software projects where maintainable architecture, realtime responsiveness, and low-level control were central priorities
$400 USD in 7 days
2.0
2.0

─── ⚡⭐⋆☆⋆⭐⚡ ─── Hi, Thank you for reaching out. Approach: Native C++ architecture with CMake, a lightweight rendering layer such as SDL or OpenGL, and modular systems for combat, dialogue, inventory, and save logic. I’m a strong fit for this because I build gameplay systems in native C plus plus with clean architecture, performance focus, and code another developer can actually continue. I fit the stack with modern C plus plus, CMake, Visual Studio, SDL or OpenGL style rendering, save systems, UI logic, and gameplay framework design. I’ve worked on similar game and simulation style builds where engine level control, stable performance, modular systems, and clear handoff docs mattered from day one. Build the core prototype with character creation, one explorable area, combat loop, inventory, world interaction, and save and load. Keep the code clean at strict warning levels, document the build and system design, and deliver a runnable Windows prototype with clear next steps. Best, Jayant
$500 USD in 7 days
2.0
2.0

Hi there, I can take this on as a clean, engine-level C++ RPG build focused on performance, modularity, and long-term scalability rather than relying on heavy third-party game engines. My approach would be to start by structuring a lightweight custom framework in C++ that separates core systems like rendering, input, audio, game logic, and state management. This ensures the project stays fully in your control and remains easy to extend as the RPG grows in complexity. For the graphics layer, I would integrate a low-level, C++-native solution such as OpenGL or DirectX (based on your preference and target hardware). If needed, I can also use a minimal abstraction layer like SDL to simplify windowing and input handling while still keeping the core engine fully native and dependency-light. On the gameplay side, I would design a clean, data-driven architecture for RPG systems so you can expand content without rewriting core logic. This would include modular systems for: • Character creation and stats progression • Combat system (turn-based or real-time depending on your final direction) • Inventory and item handling • World interaction and trigger-based events • Dialogue system with structured branching logic • Save/load system using a stable serialization format Let me know how you’d like to proceed.
$250 USD in 7 days
1.4
1.4

Hi, This is Abhiram from United Kingdom. I understand the core challenge of developing a full-scale RPG in C++, focusing on core engine features, combat systems, world interaction, and more. Having worked on similar projects, I recognize the technical complexities involved. I would approach the development by prioritizing clean, well-documented C++ coding for performance and control. Integrating rendering solutions like SDL, OpenGL, or DirectX aligns with the project's requirements while maintaining C++ at its core. Let me ask you a couple of things so I understand it better: Q1: Are there specific design elements or themes you envision for the RPG world? Q2: How do you plan to handle character progression and customization within the game? If tackling this technical RPG challenge aligns with your goals, let's discuss further steps to bring your vision to life.
$390 USD in 5 days
0.4
0.4

Copenhagen, United Kingdom
Member since May 8, 2026
$250-750 USD
€250-750 EUR
₹600-1500 INR
$250-750 USD
$10-30 USD
₹75000-150000 INR
₹12500-37500 INR
€8-200 EUR
$10-30 USD
₹12500-37500 INR
$30-250 USD
₹12500-37500 INR
₹600-1500 INR
$250-750 USD
$250-750 USD
₹1500-12500 INR
$30-250 USD
₹12500-37500 INR
₹1500-12500 INR
$250-750 USD
₹1500-12500 INR