I'm Fran Grgec, a software engineer from Osijek, Croatia, and the person behind Vestro. For seven years I've built and shipped games, and the harder systems that sit underneath them: the multiplayer that has to stay in sync, the worlds that build themselves, and the performance work that keeps all of it running smoothly.
I started out writing Android apps at Orqa and shipped FPV.SkyDive as acting Unity lead, then four titles in thirteen months at Gamecan. I founded Vestro in 2022, and since then I've architected the multiplayer foundation of Forever Skies, built flight-simulation modules for Metrea, engineered Phantom Line's replicated weather and procedural dungeons, and run a performance rescue for Deviant Games. I hold a MSc in Computer Science from the University POLITEHNICA of Bucharest, backed by years of specialized Unreal Engine and C++ training. Outside Unreal I build Android apps, web products, and a 2D engine written from scratch.
Far From Home · UE4 · PC + next-gen consoles. Architected the multiplayer foundation, moving a single-player codebase to server-authoritative co-op without halting content: Save/Load net serialization, inventory, interaction, procedural level generation. Authored the C++ standards; owned performance for the EA launch and multiplayer update.
Antistatic Studios · UE5 · Steam, public demo live. Deterministic Weather & Time replicated across dedicated-server and P2P; server-authoritative procedural dungeons on FRunnable threads with Fast Array Serialization and LRU caches; zero main-thread hitches. Wwise procedural ambient audio; Cog ImGui designer tooling.
Deviant Games · UE5 · technical consultant on a co-op extraction horror built on Lyra. The attributed performance rescue: async overhaul of procedural-generation pipelines eliminated severe main-thread hitching; AI population and animation refactors; a production performance-diagnostics subsystem.
deviantgames.gg ↗
Metrea · UE5 · physics-based flight-simulation modules for fighter aircraft and autonomous drones; scalable deployable mission modules on World Partition Streaming and Mass AI; data-security clearance protocols in engine architecture; mentored cross-functional teams.
metrea.aero ↗
Gamecan / GameMill · UE4 · Nintendo Switch. Led the Switch optimization initiative; resolved bottlenecks to ship on schedule; root causes documented with partners Bamtang Games & GameMill.
Gamecan · UE4 · Android / iOS battle royale. Led a team of 5 to mobile readiness in a four-month sprint: inherited an all-Blueprint codebase with logic on Tick, then migrated to C++ with a data- and event-driven architecture; fixed replication under adverse network conditions.
Orqa · Unity / C# · Steam Early Access. Acting lead: core flight dynamics, responsive drone controls, physics simulation; spearheaded the Early Access launch.
Gamecan · UE4/5. Modular gameplay systems built for cross-project reuse: inventory, weapons, interaction, UI; GAS-based mechanics; cross-team delivery with external partners.
Gamecan · UE4/5 · Steam. Modular gameplay and UI systems; GAS features; EOS-backed multiplayer; Lyra-compatible GameFeature composition.
Vestro · a top-down, fast-paced adaptation of Bela with competitive co-op and free-for-all multiplayer. An awarded idea in Osječko-baranjska County’s “Best Entrepreneurial Idea 2024” competition (awarded Feb 2025).
Orqa & clients · led FPV.Connect and the FPV.Ctrl companion app, covering firmware updates, channel assignment and stick calibration over Bluetooth; plus heart-rate and live drone-tracking prototypes, a security-guard scheduling app, an architects’ social platform, and WhereTo, a travel-deals and trip-planning app.
Vestro · this site itself, built on Cloudflare Pages with a hand-rolled Git-based CMS and contact API, plus a custom 2D game engine written from scratch in C++ with SDL2 and OpenGL, and B2B IT work: high-performance workstation builds and diagnostics.
Vestro R&D · an LLM tuned for Unreal Engine game development: QLoRA/DoRA fine-tuning on distilled teacher-model data, a synthetic-data and dataset-audit pipeline, and a self-hosted vLLM serving stack with a React Flow control dashboard.
Vestro · Locazi, a direct-booking web product for multi-location holiday rentals: split-view map search, real-time availability, Booking/Airbnb channel sync over iCal, and a warm-minimalist, multilingual (HR/EN/DE) design system, prototyped end to end.
Vestro · a deterministic biopunk auto-battler, built clean as a public demo. A C++20 simulation core compiled to WebAssembly, run off the main thread in a Web Worker, with a SolidJS living-board UI. Splice genes onto microbes, drop reagents, then watch every fight resolve identically from the same seed.
Open the live demo
Vestro · modular Unreal Engine 5.8 gameplay plugins, rebuilt from a decade of production systems and shipped one at a time. VT Atlas, regions and zones on gameplay tags, is the first: nested tag hierarchies, spline volumes, per-player replicated discovery, and 326 automated tests behind it.
Open the suiteA biopunk auto-battler I make on weekends. Draft a class, splice genes onto your microbes, lay them out on the dish with whatever reagents the board gave you, then take your hands off and watch the wave fight it out. Win and you pick from what it drops. Free in your browser, nothing to install.
Auto-battlerRogueliteBrowser Open the live demo → P—01 · pressFeatured in Netokracija alongside two fellow Croatian engineers, covering career path, why C++, and advice for the steep part of the curve.
Read ↗ P—02 · projectA local-first, multi-agent LLM platform that assists across all kinds of work, from game development to web products to market-trading tools to the mundane day-to-day.
Follow ↗ P—03 · projectA suite of Unreal Engine plugins built from scratch and reused across projects: GAS-based abilities, weapons, inventory and interaction, procedural generation, audio systems, quest systems, a multi-mode camera, and a full movement-ability ecosystem (wall-run, dash, slide, grind, and more).
Open the suite → P—04 · projectA deterministic wave-function-collapse generator in C++ and WebAssembly, rebuilt clean as a public demo. Type a seed, press run, and watch it solve a guaranteed-playable level, off the main thread, live in your browser.
Open the live demo → P—05 · projectClient-side prediction and server reconciliation, modeled on Unreal Engine's FPredictionKey protocol and rebuilt from scratch in C++ and WebAssembly. Drive a pawn, dial up lag and packet loss, and watch the prediction keys survive, or mis-confirm the moment you switch to the naive ack model. Deterministic, off the main thread, live in your browser.
Open the live demo →or email me directly at fgrgec.dev@gmail.com
// games · web · Android · hardware. B2B or full-time · Osijek / remote, CET