About Me
The developer behind the scripts.
Hi, I'm Charlie, a passionate Full-Stack Developer with extensive experience across both front-end and back-end development. I specialize in building high-quality, efficient, and immersive systems for RedM, combining clean performance, deep functionality, and seamless integration in everything I create.
Here you'll find a growing collection of carefully crafted, battle-tested scripts designed to add real depth, atmosphere, and excitement to your server. Each resource is built with precision, refined through heavy iteration, and thoroughly tested to ensure stability and reliability before it ever reaches you.
How I Work
Every project starts the same way: understanding what a server actually needs, not what looks impressive on a feature list. I spend the early stage mapping out how a system will behave under real player load, where it will be abused, and how it should fail safely when something unexpected happens.
From there the build is iterative. Core logic first, then the interface, then the long tail of edge cases that separate a script that demos well from one that survives a full server for months. Performance is treated as a requirement rather than an afterthought, which means watching resource usage, keeping loops honest, and cleaning up everything that gets created.
The final stage is the one most people skip. Every release goes through repeated testing cycles on a live environment before it ships, and every reported issue feeds straight back into the codebase. That loop is the reason the work holds up.
What I Build
Comfortable across the whole stack, from server-side logic and database design through to the interface the player actually touches.
Deep, world-aware systems built specifically for RedM rather than ported from elsewhere, so they fit the setting instead of fighting it.
Resource usage is measured, not guessed. Loops are kept honest and everything created is cleaned up, so servers stay smooth under real load.
Interfaces designed to feel native to the game, with attention paid to pacing, feedback and the small details that make an interaction feel right.
Schema design, safe queries and state that survives restarts, wipes and the kind of edge cases that only appear on a busy server.
Nothing ships without repeated testing on a live environment, and every reported issue feeds straight back into the codebase.
Tech Stack
My Journey
Replace this with your own milestone. Each entry takes a year, a title and a short story.
Add as many entries as you need. Entries without a title are skipped automatically.
The timeline renders in the order below, so keep them chronological.
Committed seriously to C++ and the lower-level side of development, alongside certification work. Memory management, pointers and performance-critical thinking changed how I approach every language I have touched since.
Moved fully into Lua and RedM development, focused on implementation rather than tutorials. Building real systems for a live environment sets a different standard: code that survives real players, real load and real edge cases.
Took over as Development Director at OutLaw RD, moving from writing individual scripts to owning the technical direction of an entire server: architecture decisions, resource standards, performance budgets, and the core systems everything else depends on.
Still leading development at OutLaw RD on RedM, while handling event and scenario programming for OutLaw RP and development work for WARMUP PVP, both on FiveM. Two engines, three very different sets of requirements, and the same standard applied across all of them.
If you're running a server and want systems that feel like part of the world rather than bolted on top of it, that's exactly what I build. Every resource here is something I would run on my own server, and most of them already are.