Build a Modular Unity Game Prototype Builder (Crime Simulation MVP)
Worldwide
Build a Modular Unity Game Prototype Builder (Crime Simulation MVP) This is Phase 1 of a much larger software project. The long-term vision is to build a modular Unity Game Builder that allows users to assemble playable game prototypes using compatible Unity assets and reusable gameplay systems. This contract is ONLY for the first template: Crime Simulation. ⸻ Project Goal The objective of this phase is to build a modular Crime Simulation template capable of assembling a playable Unity prototype. This software is NOT expected to generate AAA games or create art assets. Instead, the user will provide compatible Unity assets such as characters, environments, props, animations, UI, audio, vehicles, and other supported content. The software’s job is to intelligently assemble those assets into a playable prototype. The quality of the finished game should depend on the quality of the supplied assets. If a customer provides high-quality assets, environments, props, animations, UI, and audio, the finished prototype should reflect that quality. The software is NOT expected to magically improve poor-quality assets. Its purpose is intelligent assembly and automation. ⸻ Phase 1 Deliverables Build a reusable Crime Simulation template that includes: * Third-person player controller * Third-person camera * Inventory system * Item pickup system * Item database * Interaction system * Basic mission/objective system * Save and Load system * Modular project architecture * Clean C# source code * Organized Unity project * Basic documentation The project should be built so future templates can reuse the existing systems instead of rewriting them. Examples of future templates include: * Zombie Survival * Racing * Ghost Hunting * RPG * Farming / Life Simulation * First-Person Shooter * City Builder * Survival Crafting * Open World Adventure The purpose of Phase 1 is to build a strong reusable foundation for future templates. ⸻ User Experience (Highest Priority) One of the most important requirements of this project is simplicity. The software must be designed for people with little or no Unity experience. The workflow should be extremely simple. Users should NOT have to manually connect scripts, configure complicated Inspector settings, drag dozens of GameObjects into scenes, or perform repetitive Unity setup just to create a playable prototype. Whenever possible, those tasks should be automated. The ideal workflow is: 1. Choose a supported game template. 2. Upload compatible Unity assets. 3. Answer a few simple questions. 4. Click a button. 5. Receive a playable Unity prototype. If the user uploads an unsupported asset or makes a mistake, the software should clearly explain the problem in plain English whenever practical instead of requiring Unity knowledge. The goal is to create software that is intuitive enough for someone with very little technical experience to use confidently. Ease of use is one of the highest priorities of this project. ⸻ Important This is NOT a text-to-game AI. This is NOT an AI that creates artwork. This is NOT an AI that creates characters, environments, animations, props, or other creative assets. The user supplies compatible Unity assets. The software assembles those assets into a playable prototype using modular gameplay systems. The better the supplied assets, the better the finished game. ⸻ Code Requirements The code should be: * Modular * Organized * Easy to understand * Easy to maintain * Expandable * Well documented where appropriate Future developers should be able to continue expanding the project without needing to rewrite the existing architecture. Avoid unnecessary hardcoding whenever practical. Gameplay settings such as inventory size, movement speed, interaction distance, mission values, item quantities, and similar configurable values should be easy to change without rewriting major portions of the code. ⸻ Testing Before final delivery, please verify that: * The project opens correctly in the agreed Unity version. * There are no compile errors. * The requested systems function correctly within the agreed project scope. ⸻ Documentation Please include a beginner-friendly setup guide explaining: * How to open the project. * How to add compatible assets. * How to generate a playable prototype. * How to modify basic settings. * The current limitations of Phase 1. The documentation should be written for someone who is not an experienced Unity developer. ⸻ Ownership Upon final payment, I will own all custom source code, Unity project files, documentation, architecture, and other deliverables created specifically for this project. ⸻ Future Vision This project will continue expanding after Phase 1. Future phases may include: * Additional game templates * Additional reusable gameplay modules * AI-assisted project configuration * More automation * Additional supported genres * Additional gameplay systems Developers who successfully complete Phase 1 may be offered future fixed-price contracts for later phases. ⸻ Budget Maximum Budget: $500 USD Fixed Price Payment will be made in three milestones. Milestone 1 Project setup, architecture, and core reusable systems. Milestone 2 Crime Simulation template implementation and gameplay systems. Milestone 3 Testing, documentation, bug fixes, and final delivery. ⸻ What I’m Looking For Please include: * Examples of previous Unity projects. * Examples of modular gameplay systems. * Examples of inventory systems. * Examples of save/load systems. * Examples of interaction or mission systems. * Experience with Unity and C#. * Experience building clean, scalable project architecture. ⸻ Final Goal The purpose of this project is not to build the biggest game possible. The goal is to build a clean, modular, expandable Unity Game Builder that will serve as the foundation for many future game templates. I’m looking for a developer who values clean architecture, scalability, maintainability, automation, and an excellent user experience as much as working functionality. The screenshots that are uploaded into this description are examples of what we would like for the end product to be for users that do use assets, environments, props, etc., to assemble a crime SIM game using our system.
$500.00
Fixed-price- IntermediateExperience Level
- Remote Job
- Ongoing projectProject Type
Skills and Expertise
Activity on this job
- Proposals:20 to 50
- Interviewing:0
- Invites sent:0
- Unanswered invites:0
About the client
- United StatesHilton Head Island2:38 PM
- $3K total spent22 hires, 6 active
- 2 hours
- Individual client
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