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.
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
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.
Custom scene view extensions, proxies, and render passes. Nanite, Lumen, distance fields, and the parts of the renderer that have no documentation.
Mesh generation systems, streaming and LOD strategies, collision and NavMesh pipelines — built to hold frame time at your scale, not a demo’s.
Loading meshes, textures, and materials at runtime without cooking — import paths, conversion, caching, and the threading to keep it off the game thread.
Editor modes, asset actions, and authoring tools for the artists and designers on your team, packaged as a plugin your project can drop in.
Delivered as a versioned UE plugin with a Blueprint and C++ API, not a patch dropped into your engine fork. Upgrades stay tractable.
Source, docs, and a walkthrough so your team can carry it. Ongoing maintenance is available, never a requirement of the delivery.
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.
Built for your project, and yours alone.
The same work, folded into the plugin itself.
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.
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.
Wiring RealtimeMesh, StencilWorks, or any of the toolkit into an existing codebase — including the parts that touch your build, your streaming, and your netcode.
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.
A read of your geometry, streaming, or rendering approach before you commit engineering months to it, with written findings you can act on.
Every engagement is priced from a written scope rather than a rate card, so you know the number before anything starts.
A paragraph is enough to start. Engine version, what you are building, and what is currently in the way.
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.
A written scope, a delivery window, and a price, plus which model applies for plugin work — exclusive or upstreamed.
Built against your engine version, delivered with source and docs, with a window for fixes after handover.
Scoping conversations are free — including the ones that end with “the plugin already does that.”