// SERVICES  ·  CUSTOM UE5 ENGINEERING

Built to spec. By the person who wrote the plugins.

Custom Unreal Engine plugin development, bespoke features inside the existing TriAxis plugins, and integration work on your codebase — low-level rendering, procedural geometry, and runtime asset pipelines.

UE 5.0–5.8  supported C++  engine-level Fixed scope  quoted per project
brief — custom_work.md

engagements custom plugin · plugin feature · integration

domains rendering · procedural geometry · runtime assets

delivery versioned UE plugin, source + docs

ownership yours (exclusive) or upstreamed (reduced rate)

pricing scoped and quoted per project

> tell me what is in the way — scoping is free

// RealtimeMeshComponent ships in thousands of UE projects — the same hands are available for yours.
// CUSTOM PLUGIN DEVELOPMENT

A plugin built for your project.

When the thing you need doesn’t exist yet, I build it — the same low-level UE work that goes into the TriAxis toolkit, aimed at your problem and delivered as a plugin your team owns.

[ rendering ]

Rendering & render-thread work

Custom scene view extensions, proxies, and render passes. Nanite, Lumen, distance fields, and the parts of the renderer that have no documentation.

[ procedural ]

Procedural & runtime geometry

Mesh generation systems, streaming and LOD strategies, collision and NavMesh pipelines — built to hold frame time at your scale, not a demo’s.

[ runtime ]

Runtime asset pipelines

Loading meshes, textures, and materials at runtime without cooking — import paths, conversion, caching, and the threading to keep it off the game thread.

[ tooling ]

Editor tooling

Editor modes, asset actions, and authoring tools for the artists and designers on your team, packaged as a plugin your project can drop in.

[ plugin ]

Packaged as a real plugin

Delivered as a versioned UE plugin with a Blueprint and C++ API, not a patch dropped into your engine fork. Upgrades stay tractable.

[ handover ]

Documented handover

Source, docs, and a walkthrough so your team can carry it. Ongoing maintenance is available, never a requirement of the delivery.

// PLUGIN EXTENSIONS

Need one of my plugins to do more?

Custom features, formats, and integrations built into RealtimeMesh, StencilWorks, or anything else in the toolkit. Two ways to run it — the difference is who ends up owning the result, and that changes the price.

[ exclusive ] Full rate

Exclusive

Built for your project, and yours alone.

+ You own the resulting source outright
+ Stays private to your team — never shipped to other customers
+ Scope is driven entirely by your requirements
+ Delivered against the plugin version you ship on
+ Rebase support when you move to a newer plugin release
Discuss exclusive work

Not sure which fits? Most work can go either way — if the feature is generally useful, upstreaming it is cheaper for you and better for everyone else. If it encodes something specific to your game, exclusive is the right call.

// INTEGRATION & CONSULTING

Work on the code you already have.

Not every problem needs a new plugin. Shorter engagements on an existing codebase — getting something integrated, finding out why it’s slow, or sanity-checking a direction before you commit to it.

[ integration ]

Dropping a plugin into your project

Wiring RealtimeMesh, StencilWorks, or any of the toolkit into an existing codebase — including the parts that touch your build, your streaming, and your netcode.

[ debugging ]

Performance & crash investigation

Profiling a stall, chasing a render-thread hitch, or tracking down a crash in low-level engine code. Often the fastest thing to buy — a day of the right eyes.

[ advisory ]

Architecture review

A read of your geometry, streaming, or rendering approach before you commit engineering months to it, with written findings you can act on.

// HOW IT WORKS

Scoped first, quoted second.

Every engagement is priced from a written scope rather than a rate card, so you know the number before anything starts.

01

Tell me what you need

A paragraph is enough to start. Engine version, what you are building, and what is currently in the way.

02

Scoping conversation

A call or a thread to pin down the real requirement. Where an existing plugin already covers it, I will say so — that answer is free.

03

Fixed-scope quote

A written scope, a delivery window, and a price, plus which model applies for plugin work — exclusive or upstreamed.

04

Build and hand over

Built against your engine version, delivered with source and docs, with a window for fixes after handover.

Tell me what you’re building.

Scoping conversations are free — including the ones that end with “the plugin already does that.”