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I’m creating a building feature for the game “Once Human” and I need a developer who can design a fully-functional modular system where individual pieces snap together cleanly in-game. The focus is purely on the building aspect—no character customisation or crafting for now—so every hour can be spent perfecting piece-to-piece alignment, snap rules, rotation handling and collision checks. Here’s what I expect at hand-off: • A library of core building pieces (walls, floors, roofs, stairs, railings) set up to snap on a grid and also edge-to-edge for more organic layouts. • Scripts or blueprint logic that control snapping distances, pivot points and dynamic feedback (highlighting valid / invalid placement). • Clear, concise documentation covering how to add new pieces and how the snapping rules can be extended. Unity or Unreal experience is fine as long as the final solution integrates smoothly with the Once Human toolchain (it’s Unreal-based under the hood). Clean, well-commented code and an eye for optimisation will be crucial because this feature will need to scale to multiplayer sessions. If you have shipped a similar system before, show me a short video or repo link and let’s talk about timelines.
Project ID: 40437754
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Hello, Thanks for this new opportunity, I'm ready to complete your task in given timeframe. With over 1500 completed projects, I bring extensive experience and a unique skill set to your game development needs. I specialize in game integrations and with proficiency in C# programming, Game Design, Game Development, and Unreal Engine, I am confident we can deliver a solution that not only meets your expectations but exceeds them. Regards Ranjana
$20 USD in 40 days
7.1
7.1
46 freelancers are bidding on average $21 USD/hour for this job

Hey, You are looking for Once Human Modular Building System "Lets Gets Started, I know you have several tempting proposals here, but I guarantee you to be impressed by my work. I have various skills in design, Illustration, Photoshop, Graphic Design, Logo Design and Illustrator. 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
$15 USD in 1 day
5.3
5.3

Hi, We can help you design and implement a fully modular building system for Once Human-style gameplay, focusing on clean snapping mechanics and scalable piece placement. We’ve worked on similar grid-based and socket-based building systems, so this fits well with our experience in gameplay systems and multiplayer-ready structure. Tech Approach Unreal Engine (or Unity if required) Grid + socket-based snapping system Pivot-aware placement logic Collision + validation system Core Features Modular building pieces (walls, floors, roofs, stairs, railings) Grid snapping + edge-to-edge alignment Rotation-aware placement system Real-time placement feedback (valid / invalid highlights) Snap rules system (distance, anchors, pivots) Deliverables Fully functional building system module Core asset library setup (base pieces + rules) Clean, scalable scripts / Blueprints Documentation for adding new pieces & extending rules Optimized for multiplayer performance Approach We focus on: precise snap logic (no misalignment issues) scalable architecture for future expansion clean, readable code for long-term maintenance If you are not happy with the work, you do not pay. Regards Interconnect Team
$20 USD in 40 days
4.6
4.6

Dear Client, I’m Md Toriqul Islam, an Unreal Engine developer with 6+ years of experience in modular building systems. I understand you need a fully-functional snapping system for walls, floors, roofs, stairs, and railings with grid/edge-snapping, rotation handling, collision checks, and dynamic placement feedback for Once Human. I’ve shipped similar modular building features in multiplayer Unreal projects with clean, optimized blueprints/C++ and extendable documentation. My skills in Unreal’s building toolchain, snap logic, pivot points, and multiplayer optimization ensure seamless integration. Feel free to share additional details or ask questions. I’m happy to refine my approach. Looking forward to hearing from you. Best regards, Md Toriqul Islam.
$15 USD in 40 days
4.6
4.6

Hi, I am a game systems developer with 8 years of rich experience. I am familiar with Unreal Engine, Game Development, C# Programming, Blueprint Logic and Game Design. For this project, the most important issue is building a modular snapping system with clean pivot handling, rotation rules, collision checks and valid placement feedback. This ensures each building piece connects smoothly and can scale well for multiplayer gameplay. I'm an individual freelancer and can work on 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.
$25 USD in 40 days
3.2
3.2

Hello [ClientFirstName], I hope you are doing well. I’m an independent developer with solid Unreal and Unity experience, focused on building scalable, delightful gameplay tools. I’ve designed modular snapping systems for grids and edge-to-edge layouts, with clear pivot points, adjustable snap radii, and real-time feedback for valid/invalid placement, all while keeping performance tight for multiplayer sessions. In similar work, I’ve delivered reusable building blocks (walls, floors, roofs, stairs, rails) wired to snap reliably, documented for easy extension, and implemented clean, commented logic in blueprints/C# that integrates with existing toolchains. I can tailor this to the Once Human Unreal-based workflow and ensure smooth integration, with careful attention to optimization and clarity. I can handle the end-to-end work and provide concise docs on how to extend the library. I’ll outline milestones and a quick demo plan once we’re aligned. Best regards, Billy Bryan
$20 USD in 21 days
2.8
2.8

Hi, I will create a modular building system for "Once Human" that allows seamless snapping of components like walls, floors, and roofs. My experience with Unreal Engine and similar modular systems ensures I can deliver a robust solution tailored to your specifications. I'll focus on precise alignment, rotation handling, and efficient collision checks to enhance the user experience in multiplayer settings. The final product will include a library of core building pieces, well-defined snapping logic, and dynamic feedback to guide users in placing components accurately. I will provide thorough documentation to facilitate the addition of new pieces and adjustments to snapping rules. To ensure we meet your expectations, could you clarify any specific design constraints or performance targets? Additionally, do you have preferred methods for integrating the snapping system with existing assets? I’m ready to start immediately and look forward to discussing timelines and requirements further. Thank you.
$20 USD in 40 days
1.9
1.9

Hi! I noticed you're looking for a developer to create a modular building system for "Once Human." Sounds like a fun challenge,getting those pieces to snap together seamlessly is crucial, especially with multiplayer in mind. I can help you set up a library of components that align perfectly on a grid and also edge-to-edge. I’ll focus on scripts to manage the snapping distances, pivot points, and feedback for placing pieces. And I’ve got a knack for clear documentation, so adding new pieces or extending the snapping rules will be straightforward. I've tackled similar projects before and can share some examples if you’d like. I’m all about clean, well-commented code, and I can get a solid initial deliverable to you in about 5 days or less. Let me know what you think! best regards Walled Saleem
$16 USD in 40 days
2.5
2.5

Hi there, I’m excited about the opportunity to contribute to the modular building system for "Once Human." With a solid background in game development, particularly using Unreal Engine, I’ve successfully designed systems where individual components snap together seamlessly. My experience includes creating robust snapping systems that enhance user interaction while ensuring smooth multiplayer integration. For your project, I propose developing a library of adaptable building pieces that snap together on a grid and allow for organic layouts. I will implement scripts to manage snapping distances, pivot points, and provide dynamic visual feedback on placement validity. Additionally, comprehensive documentation will be provided to simplify the process of adding new pieces and extending snapping rules. I’m ready to communicate in real-time to align our schedules and can showcase a demo or project portion within 12 hours of starting. Q1: What specific modular pieces are you envisioning as part of the core library? Q2: Do you have preferred optimization metrics for multiplayer scenarios? Q3: How often do you anticipate needing updates or new pieces added? Looking forward to your insights! Best regards, Cindy Viorina
$20 USD in 15 days
2.1
2.1

Dear Hiring Manager, Thanks for sharing the project details. Building a modular construction system with precise snapping, clean placement logic, and multiplayer scalability is exactly the kind of systems-focused gameplay work I enjoy. I have experience developing grid-based and freeform building systems in Unreal Engine, including placement validation, socket/pivot snapping, collision handling, and optimized runtime logic for multiplayer environments. Approach: • Build a modular library of walls, floors, roofs, stairs, and railings • Implement grid snapping and edge-to-edge organic placement systems • Develop snapping logic for pivots, rotation alignment, and placement distances • Add real-time visual feedback for valid and invalid placement states • Optimize collision checks and replication behavior for multiplayer scalability • Create extendable blueprint/C++ architecture for adding future building pieces • Deliver clean documentation covering setup, extension, and customization workflows Clarification Point: • Will the system need full multiplayer replication and persistence support from the beginning, or should the first milestone focus primarily on local placement mechanics and snapping behavior? Thanks!
$15 USD in 40 days
1.4
1.4

Hi, I can fix your Once Human modular building system I've solved this exact problem many times. Here is what I will do: • Build the core modular piece set with clean grid and edge-to-edge snapping for walls, floors, roofs, stairs, and railings. • Implement snap rules, pivot alignment, rotation handling, and collision/validity checks with clear placement feedback. • Deliver well-commented Unreal-ready logic plus concise docs for adding new pieces and extending the system. 10 days free support after delivery Milestone-based payment Reply "YES" and Best regards, syed ribal
$15 USD in 15 days
0.0
0.0

Project Details $15.00 – 25.00 USD per hour Bidding ends in 6 days, 23 hours I’m creating a building feature for the game “Once Human” and I need a developer who can design a fully-functional modular system where individual pieces snap together cleanly in-game. The focus is purely on the building aspect—no character customisation or crafting for now—so every hour can be spent perfecting piece-to-piece alignment, snap rules, rotation handling and collision checks. Here’s what I expect at hand-off: • A library of core building pieces (walls, floors, roofs, stairs, railings) set up to snap on a grid and also edge-to-edge for more organic layouts. • Scripts or blueprint logic that control snapping distances, pivot points and dynamic feedback (highlighting valid / invalid placement). • Clear, concise documentation covering how to add new pieces and how the snapping rules can be extended. Unity or Unreal experience is fine as long as the final solution integrates smoothly with the Once Human toolchain (it’s Unreal-based under the hood). Clean, well-commented code and an eye for optimisation will be crucial because this feature will need to scale to multiplayer sessions. If you have shipped a similar system before, show me a short video or repo link and let’s talk about timelines.
$20 USD in 40 days
0.0
0.0

I already see a clean way to execute this. I specialize in game systems design and modular building mechanics, with hands-on experience creating snap-to-grid structures, upgrade paths, and intuitive building UIs. Your “Once Human” building feature fits perfectly with the kind of systemic, player-friendly tools I’ve built before, so I can help you shape something that feels powerful but still easy to use in-game. You want a flexible modular building system where players can quickly place, rotate, and upgrade parts, while the game handles rules like placement validity, connections, and resources in the background. The outcome is a feature that feels smooth, looks good, and supports future expansion without rewrites. Before I suggest a focused approach, can you share whether you already have any reference systems you like (from Once Human or other games like Rust/Valheim) that we should use as the main inspiration? 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

Hi, Read the brief, the modular building system part is squarely in my lane. Snapping rules, pivot points, valid placement feedback, and grid plus edge to edge alignment are all standard Unreal patterns I've worked with. One thing worth clarifying before I commit to a timeline though. Once Human doesn't publicly expose its Unreal toolchain or a modding SDK as far as I know, so I want to make sure I understand the integration target. Are you building a standalone Unreal project styled after Once Human, or is there a specific integration path with the live game I should know about? I'm Lovely, and modular building systems in Unreal are something I genuinely enjoy. The core build, library of snappable pieces with proper pivots, blueprint logic for snap rules with rotation and collision feedback, multiplayer ready replication from day one, and docs covering how to extend the piece library. Quick clarification on the integration question and I can give you a real timeline. Best, Lovely
$20 USD in 40 days
0.0
0.0

Hi! I’m Cora May, I'd love to help you build a fully-functional modular snapping system for Once Human’s Unreal-based toolchain. I’ve worked on grid- and edge-aligned placement systems where pieces rotate cleanly, snap within strict tolerances, and run reliable collision checks to prevent clipping in multiplayer-ready gameplay. My plan is to deliver a core library of walls, floors, roofs, stairs, and railings with shared pivot/anchor conventions, plus placement logic that computes candidate snap points, validates distances/angles, and provides dynamic highlight feedback for valid vs. invalid placements. I’ll also implement extensible rules (snapping distances, rotation handling, surface adjacency/edge-to-edge links) so adding new pieces is straightforward and documented with clear examples.
$20 USD in 19 days
0.0
0.0

Hi, I have read your project details and I know what you expect. I am a senior engineer with over 7 year of experience on Game Design, C# Programming, Game Development, Unreal Engine. Please visit my profile to view my latest projects, certificates, and work history. Let's connect in chat to discuss more. Regards, Matheus
$15 USD in 40 days
0.0
0.0

Hello, I'm excited to learn about your project for the Once Human game, where you're looking to create a modular building system that allows players to seamlessly snap together individual pieces in-game, focusing solely on the building aspect without character customization or crafting. Your goal is to have a fully functional system where pieces can be easily aligned, rotated, and checked for collisions, with a library of core building pieces that can be snapped together on a grid or edge-to-edge for more organic layouts. I propose developing a custom solution using Unreal Engine, given your existing toolchain, to design a modular building system that meets your requirements, with a focus on clean, well-commented code and optimization for scalability in multiplayer sessions. I'll create a library of core building pieces, including walls, floors, roofs, stairs, and railings, and implement scripts or blueprint logic to control snapping distances, pivot points, and dynamic feedback for valid and invalid placements. I'll also provide clear documentation on how to add new pieces and extend the snapping rules. My expertise in Unity and Unreal Engine will ensure a smooth integration with your existing toolchain. https://www.freelancer.com/u/salahuddin1973 What would be the ideal timeframe for delivering this modular building system, and are there any specific performance or optimization benchmarks you'd like me to target during development, Best regards, Naufal Salahuddin.
$20 USD in 40 days
0.0
0.0

Hello Dear, I am a senior game developer with extensive experience in modular building systems and Unreal Engine. ✔ Expertise in game design to create immersive and interactive environments. ✔ Proficient in C# programming, ensuring clean and optimized code. ✔ Skilled in developing complex systems within Unreal Engine for seamless integration. ✔ Knowledgeable in game development processes for scalable and multiplayer environments. I have previously developed a modular building system for a multiplayer game, focusing on precise alignment and collision checks, which aligns perfectly with your project requirements. I will deliver a comprehensive library of modular pieces, complete with snapping logic and detailed documentation for easy expansion. Send me a message to discuss in detail. Thank you.
$20 USD in 10 days
0.0
0.0

Hi, We are available to take this on and get your modular building system working perfectly. The main issue with custom snapping systems in Unreal-based toolchains is usually the pivot point offsets or collision channel overrides not lining up for complex mesh bounds. Are you planning to use a purely socket-based snapping logic for the grid or a distance-based vector projection for more organic edge-to-edge layouts? We recently developed a similar modular construction system for a sandbox title that needed custom metadata injected into the placement logic to handle structural integrity. We used C++ and Blueprints to hook into the placement event and built a dynamic preview system that validated collision before using a custom transform logic to update the world state. We corrected the mesh bounds and pivot alignment to ensure every piece snapped instantly without jitter across different hardware. Our fix stopped placement errors and made the building process way faster for the players. We are eager to discuss the project further. Reach out to initiate a conversation! Best regards, Quantum Code Solutions
$15 USD in 40 days
0.0
0.0

Hello, I can build a modular building system for Once Human with Unreal Engine, snapping logic, grid placement, edge-to-edge alignment, collision checks, and multiplayer-ready optimization. I have experience with game systems, C#, gameplay logic, clean architecture, and Unreal-style blueprint workflows. I can create reusable building pieces like walls, floors, roofs, stairs, and railings with clear snap points, pivot rules, rotation handling, and placement feedback. I’ll focus only on the building feature, including valid and invalid highlights, snapping distance control, collision validation, and documentation for adding new pieces later. The code and blueprint logic will be structured so the system can scale cleanly for multiplayer sessions. I am ready to start. Do you already have the Once Human modding toolchain or sample building assets available? Best, Smit
$20 USD in 40 days
0.0
0.0

✅ Hi, Core challenge is building a snapping system that feels smooth and predictable for players while still remaining scalable, performant, and flexible enough to support complex multiplayer building layouts later. I’ve worked on modular placement systems before where the biggest factor was making piece alignment feel effortless without creating edge-case collisions, rotation inconsistencies, or unstable snapping behavior once structures grow larger. I’d approach this by creating a modular snap framework inside Unreal using socket/grid-based attachment logic combined with collision validation and placement state feedback. Each piece (walls, floors, roofs, stairs, railings) would have clearly defined snap points, rotation rules, and pivot handling so both grid-aligned and more organic edge-to-edge placements work reliably. The placement flow would include live validation feedback (valid/invalid highlights), snapping previews, rotation handling, and collision checks before placement confirmation. I’d also structure the system so new pieces can be added easily later without rewriting core logic. Performance and multiplayer-readiness would be considered from the start, especially around replication safety and large structure handling. Everything will be documented clearly, including how to extend snapping behavior and add custom modules later. Let’s chat and go over the Once Human pipeline so we can structure this properly from the beginning.
$20 USD in 40 days
0.0
0.0

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