I build gameplay systems for FiveM roleplay servers.
Heists, gang economies, vehicle systems and server tooling — designed to stay readable, stay configurable, and hold their frame rate on a full server. Every release ships documented, and I support what I ship.
A few of the more involved systems. Each one has a write-up covering what it does, what it depends on and how it's put together.
I’m Gunchi, a FiveM developer working mainly on the TMC framework, with ports to ESX, QB-Core, Qbox and ND where it makes sense.
Most of what I build is systems work rather than one-off scripts: multi-stage heists with real state to manage, economy loops that have to stay balanced, and integrations that sit quietly underneath someone else’s server. The constraint that shapes every decision is that it runs on a live server with a full slot count, so idle cost and network chatter matter as much as the feature list.
I write the documentation as I go, and I answer my own support.
The constraints that shape every resource I put out.
Resources sit dormant until a player is actually in range. Zone-driven prompts and event-based state instead of per-frame loops.
Rewards, item grants and progression are decided server-side. The client renders and requests; it never decides what it earned.
Rewards, spawns, item requirements and timings live in config. Servers tune the balance without touching the source.
Install steps, dependencies and every config value written up before a release goes out — not after someone asks.
“Great scripts, never had any issues with them. And whenever I’m unsure or need help, he responds straight away.”
Idemous — Owner, North West Reborn
“Gunchi’s Scripts are easily the best we’ve ever purchased. The support is excellent and always just a message away.”
Brooni — Owner, Origin Network
Available for commissions, custom systems and framework ports. Tell me what you need and which framework you run — Discord is the fastest way to reach me.