I’m a developer passionate about creating immersive FiveM experiences. I specialize in custom scripts, cars, handling, clothing, and GFX — while constantly learning and pushing my skills further.
Started developing Rust servers for fun, learning server logic, plugins, and community management fundamentals.
Began coding Discord bots, focusing on automation, moderation tools, and backend logic.
Discovered FiveM and transitioned into server development, scripting, and system design.
Started building fully custom FiveM frameworks from the ground up with scalability and performance in mind.
Developed custom websites and web tools tailored specifically for FiveM servers and communities.
Client-focused development, UI integration, and long-term server solutions for live communities.
Graduated college with a bachelor’s degree, strengthening software engineering principles and best practices.
Shifted focus toward clothing development and returned to 3D modeling to expand creative and visual pipelines.
The difference between “it works” and “it’s built for real servers.”
I build systems that survive updates, growth, and real community usage — not quick fixes.
Optimization matters. Cleaner systems mean better stability and fewer issues at scale.
Consistent updates, realistic timelines, and direct answers — no mystery progress.
UI, flow, and detail matter. I focus on how players experience what we build.
Ordered by proficiency: Expert → Advanced → Intermediate → New.
We align on goals, scope, and the server vision.
I map the systems, dependencies, and timeline.
Clean, optimized development with real-world constraints in mind.
Performance, stability, edge cases, and polish checks.
Deployment guidance and clear documentation.
Post-launch fixes, iteration, and long-term reliability.
A few previews of ongoing and past work. (Click any image to open full size.)
I contributed to this project as part of a team effort.
I contributed to this project alongside a talented team.
"He did clean and effective work on my project, met deadlines and exceeded expectations. Was worthwhile to bring him on the team and will be contacting him in the future for further development."
"Does insane work, thorough and gets to any problems in very quick time. Jobs have worked amazing and has some very creative ideas for scripts and ideas for cities. Will always put 100% into any work he does."
"I know nothing about development but have always wanted my own FiveM server so I hired him to set it up for me and he did amazing! He met all deadlines, fixed all bugs quickly, answered all my questions, and even taught me about configuring free of charge so I never have issues in the future."
"Built my Minecraft SMP server for me within a month when we expected it to take around 4 months! Everything worked, no bugs, answered all questions and guided me on how to make changes and add stuff later. Also provided amazing support when needed! Would recommend."
My performance tips, dev thoughts, and lessons learned.
How I think about server load, event frequency, loops, and database access patterns in real communities.
Deep dive: • Avoid tight loops on tick (or keep them extremely cheap) • Prefer event-driven state instead of constant polling • Cache expensive lookups (player data, config, exports) • Batch DB writes and debounce updates Common mistakes I see: - Doing SQL inside hot paths - Creating threads per player for simple checks - Spamming network events Rule of thumb: if it runs often, it must be cheap.Why maintainability, documentation, and predictable systems matter more than flashy features.
Launch day is the easy part between month 1 and month 6 is where projects either hold up or fall apart. What survives: • Simple systems with predictable flows • Clear config + sane defaults • Logs that tell you what went wrong • Docs that explain *why* decisions exist What dies: - One-off hacks that only the original dev understands - Complex dependencies with no guard rails - “Just change it in 12 files” systems If future-me can’t maintain it at 3AM, it’s not done.Patterns I use to keep systems clean: modular design, separation of concerns, and consistent APIs.
A scalable framework is boring in the best way. Patterns I rely on: • Separation of concerns (UI ≠ game logic ≠ persistence) • A consistent API surface (exports/callbacks/events) • Modules that can be disabled without breaking everything • Shared utilities (validation, logging, permissions) The goal: Players feel immersion — devs feel control. If adding a feature requires rewriting the core, the architecture wasn’t ready.Let’s build something amazing together. Open to new tools and techniques to fit your project’s needs in the FiveM world.
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