Unreal Engine 5 — Windows packaging and build ownership Remote · Contract · Intermittent

The work A UE5 application, rendered on a cloud GPU instance and delivered to a standard browser as a video stream. Single-user, non-networked, no backend, no accounts. Source control is Unity Version Control.

You would own the build:

Packaging. Produce packaged Windows shipping builds. Verify the full plugin and asset set packages correctly, including volumetric plugins and spatial audio. Establish a repeatable, documented process.

Deployment. Get it running on the cloud streaming platform, verified end to end in a browser. Record and maintain a performance baseline.

Integration. Bring work from multiple contributors into a single buildable main. Own what "the current build" means at any point — this seat is the authority on that, not a participant in it.

Build target is Windows. That decision is settled.

Why this might suit you

You own the pipeline. Not a piece of it, and not subject to another engineer's opinion — the whole thing.

You work directly with the principal. Decisions take a day, not a sprint. No standups, no committee, no internal politics to route around.

The work is defined and bounded. Scope is written down before you start, and it doesn't creep.

And it doesn't demand exclusivity. It sits alongside a full-time role or other clients without conflicting.

The terms, plainly

This is intermittent contract work — an initial phase, then periodic rebuilds and redeploys through a pilot period. It is not full-time, not continuous, and cannot be anyone's primary income. We'd rather say that now than after a conversation.

It suits someone already employed who takes on side work, or an established freelancer with a book of clients.

Work is scoped and paid in phases. The first phase is packaging and deployment of the current build, scoped and priced before it begins.

What we're looking for

Someone who has shipped builds, not someone confident it will be fine. We'd rather hear about the plugin that refused to cook than a summary of the documented process.

Backgrounds that tend to fit, including some people don't think to mention: build and release engineering, cloud-streamed application delivery, virtual production pipelines, dedicated server operations. If you've packaged and deployed Unreal to a machine you didn't own, that counts.

How to apply

What you've packaged and deployed — one specific example, detailed enough to be checkable

Your usual rate for contract work of this kind

Your availability, and what else you're committed to

We read the examples, not the list.

Steelwater Ltd

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