V-Multi / SARP - real-time networking roots, later part of the Rockstar ecosystem
The challenge
Hold hundreds of concurrent roleplay players on a custom multiplayer stack, while the surrounding market was still learning how to scale beyond small servers.

What I built
At 19, I built an open-source C# real-time networking framework for GTA V multiplayer, then operated roleplay communities on top of that ecosystem. As CTO of IdentityRP / SARP from 2019 to 2021, I coordinated a 15-person team, weekly releases, monitoring and live operations for a community server later sold to German investors.
This is the project that forged my production reflexes: authoritative servers, binary protocols, observability, team discipline and the ability to ship in front of real users every week.
Key engineering points
Authoritative server model with custom binary serialization and low-level UDP/TCP networking.
Live updates and rollback discipline for a community that stayed online during peak sessions.
Monitoring of CPU, memory, sockets and packet loss to react before players felt the issue.
15-person team coordination across development, QA, moderation and operations.
Similar technical risk?
I can help scope the risk, architecture and first deliverable.
A 30-minute first call is enough to see whether I am the right profile for the problem.
A similar challenge?
A system like this one to build? Let's talk.
I take on critical technical work — from scoping to production, no debt or lock-in once it's handed over. Fastest way to see if it fits: a 30-minute call.
I reply within 24h — often sooner.