You will get RPG systems built in Unity - inventory, combat, quests, dialogue

Project details
Senior Unity developer, 7+ years, 30 completed Upwork jobs. I build RPG systems that are modular, readable and easy for your team to extend - not spaghetti you'll have to rewrite.
WHAT I BUILD
• Inventory: items, equipment, stacking, drag and drop, save/load
• Combat: real-time, turn-based or grid-based; abilities and status effects
• Enemy AI: behaviour trees, states, aggro, targeting, boss encounters
• Quests: objectives, tracking, branching, rewards
• Dialogue: branching conversations, conditions, choices
• Progression: stats, levelling, talents, unlocks
WHAT YOU GET
• Clean, modular C# built to fit your existing project
• Full source code on delivery
• A playable build you can test
SELECTED WORK
• Ardent: Rise (Steam) - all enemy AI, multi-phase boss fights and abilities
• Blood of Yamin (Steam) - NPC AI, dialogue and quest systems
• Riviera: The Promised Land (Steam) - turn-based combat, quests, inventory
• Who Needs a Hero - enemy AI and inventory, 100k+ downloads
Message me before ordering with your genre and the systems you need, and I'll confirm the right tier and timeline.
WHAT I BUILD
• Inventory: items, equipment, stacking, drag and drop, save/load
• Combat: real-time, turn-based or grid-based; abilities and status effects
• Enemy AI: behaviour trees, states, aggro, targeting, boss encounters
• Quests: objectives, tracking, branching, rewards
• Dialogue: branching conversations, conditions, choices
• Progression: stats, levelling, talents, unlocks
WHAT YOU GET
• Clean, modular C# built to fit your existing project
• Full source code on delivery
• A playable build you can test
SELECTED WORK
• Ardent: Rise (Steam) - all enemy AI, multi-phase boss fights and abilities
• Blood of Yamin (Steam) - NPC AI, dialogue and quest systems
• Riviera: The Promised Land (Steam) - turn-based combat, quests, inventory
• Who Needs a Hero - enemy AI and inventory, 100k+ downloads
Message me before ordering with your genre and the systems you need, and I'll confirm the right tier and timeline.
Game Engine
UnityPlatform Type
PC, Mobile Device, ConsoleGenre
Action, Adventure, Role PlayingWhat's included
| Service Tiers |
Starter
$500
|
Standard
$1,500
|
Advanced
$2,500
|
|---|---|---|---|
| Delivery Time | 5 days | 10 days | 25 days |
Number of Revisions | 1 | 2 | 3 |
Number of Levels | 1 | 3 | 4 |
Design | |||
Source Code | |||
Animation | - | - | - |
Optional add-ons
You can add these on the next page.
Fast Delivery
+$200 - $1,000
Additional Revision
+$60Frequently asked questions
26 reviews
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MR
Marquell R.
Jun 10, 2022
Unity Developer for RPG game
Great to work with Mario. Will hire him again soon
TL
Thomas L.
Mar 28, 2022
Photon Quantum brawler
Mario was very communicative and worked every single hour we needed him to get the job done timely.
SK
Scott K.
Oct 13, 2021
Videogame Developer For Prototype on PC, Starfox Clone
Mario was great to work with, would highly recommend and work with him in the future!
SK
Scott K.
Sep 7, 2021
Videogame Developer For Prototype on PC, Starfox Clone
MH
Michelle H.
Apr 8, 2021
Unity Developer for a long term engagement
Mario was a good resouce for our project. I'll use his service again soon
About Mario
Senior Unity Developer | Multiplayer NetCode / Fusion & Quantum
Zepce, Bosnia and Herzegovina - 12:08 am local time
Most Unity devs avoid networking. It's what I do best.
WHAT I DO
- Multiplayer & Netcode — Photon Quantum (deterministic rollback), Photon Fusion 2, PUN2, Mirror, Unity Netcode for GameObjects. Prediction, lag compensation, desync debugging, matchmaking, lobbies, and dedicated server deployment with Edgegap.
- Enemy AI & Boss Combat — behaviour-tree AI, multi-phase boss encounters, ability systems, and networking them so every player sees the same fight.
- Gameplay Systems — character controllers, combat, abilities, state machines, modular architecture that stays maintainable.
- RPG & Progression — inventory, quests, dialogue, turn-based and grid combat, stats, save/load.
- Performance & Stability — profiling-led optimization, Android ANR/crash fixing, memory and frame-rate work.
- Monetization — Unity Ads, AdMob, ironSource LevelPlay, IAP.
- Full-Cycle Delivery — prototype to published build on Steam, Google Play and the App Store.
Across 7 years I've delivered 50+ projects in total — 15+ of those are shipped, commercially released titles; the rest are prototypes, contract systems built inside other studios' games, and R&D work.
SELECTED WORK
- Ardent: Rise (Steam) — 5-player co-op action RPG. Built all enemy AI and every boss encounter, including multi-phase boss fights, phase transitions and boss ability sets, and networked the entire combat layer (Unity Netcode for GameObjects).
- Soul Fighters — rollback-safe online combat for a competitive 2D fighting game on Photon Quantum 2.
- SurfPunk — enemy AI for an IGN-featured online action RPG (Photon Quantum 2).
- Plush Fight League — PvP brawler netcode on Photon Quantum.
- Riviera: The Promised Land — shipped to Steam and Nintendo Switch.
- Blood of Yamin (Steam) — gameplay, NPC AI, dialogue and quest systems for an action-RPG metroidvania.
- Who Needs a Hero (Google Play) — enemy AI, inventory and core gameplay. 100k+ downloads.
- Lost in Pace — solo-developed physics-based multiplayer racing game (Photon PUN2).
- Snek Tournament — multiplayer arcade game with online tournaments, leaderboards and a server-backed economy.
HOW I WORK
Clear milestones, playable builds you can test at each step, and honest timelines. If something won't work, I'll tell you before you spend money on it — not after.
Tell me what you're building and what's blocking you. I'll come back with a realistic approach, scope and timeline.
Steps for completing your project
After purchasing the project, send requirements so Mario can start the project.
Delivery time starts when Mario receives requirements from you.
Mario works on your project following the steps below.
Revisions may occur after the delivery date.
Review your project and confirm the systems
scope, behaviour spec, integration points
Architecture and data structure
plan the system design so it's modular and extendable



