Vestro.
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Senior engineering,
end to end.

scroll
01 — About

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.

EnglishFluentC2
GermanConversationalB1–B2
CroatianNative—
▪ Awards & recognition
A—01

Aduto, awarded idea
"Best Entrepreneurial Idea 2024"

Feb 2025
A—02

Speaker at GDDC Osijek
no.3 · devcom

2019 · 2023
A—03

Featured in Netokracija
on Unreal C++ engineers

2023
A—04

Mon Perin AR project
€250,000 investor funding

2019
Forever Skies trailer
01 · Forever Skies

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.

SkillsGASAttribute SetsGameplay AbilitiesAbility TasksCustom Target DataServer-authoritative netcode
Phantom Line trailer
02 · Phantom Line

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.

SkillsGASAbility TasksPush-model replicationIris-style replicationFast Array SerializationDeterministic weather & time
"DaVinci" · Deviant Games
03 · "DaVinci" · Deviant Games

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 ↗
SkillsGASGAS Game PhasesAsync task-graph frameworkMulti-threaded programmingAsync procedural generationWave Function Collapse
Metrea flight simulation
04 · METREA · flight simulation

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 ↗
SkillsGASMGFNiagaraWorld Partition StreamingMass AIPCG
Nickelodeon Kart Racers 3 trailer
05 · Nickelodeon Kart Racers 3

Gamecan / GameMill · UE4 · Nintendo Switch. Led the Switch optimization initiative; resolved bottlenecks to ship on schedule; root causes documented with partners Bamtang Games & GameMill.

SkillsUnreal Engine 4Nintendo Switch SDKSwitch optimizationUnreal InsightsMemory & CPU profilingGAS
Underworld: Gang Wars trailer
06 · Underworld: Gang Wars

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.

SkillsUnreal Engine 4GASEOSMobile (Android/iOS)Mobile optimizationMultiplayer replication
FPV.SkyDive trailer
07 · FPV.SkyDive

Orqa · Unity / C# · Steam Early Access. Acting lead: core flight dynamics, responsive drone controls, physics simulation; spearheaded the Early Access launch.

SkillsUnityC#Physics simulationDrone flight dynamicsResponsive controlsSteam Early Access
Maximum Football 2023 trailer
08 · Maximum Football 2023

Gamecan · UE4/5. Modular gameplay systems built for cross-project reuse: inventory, weapons, interaction, UI; GAS-based mechanics; cross-team delivery with external partners.

SkillsUnreal Engine 5Unreal Engine 4GASEOSMGFModular gameplay systems
Contenders: Arena trailer
09 · Overstep / Contenders: Arena

Gamecan · UE4/5 · Steam. Modular gameplay and UI systems; GAS features; EOS-backed multiplayer; Lyra-compatible GameFeature composition.

SkillsGASAttribute SetsGameplay EffectsAbility TasksAbility cost (tag stacks)Fast Array Serialization
Aduto cover illustration
10 · Aduto · a Vestro game

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).

SkillsUnreal C++Multiplayer replicationGame designCard-game rules engineAI opponentsTurn-based systems
ORQA FPV.Ctrl companion app screens
11 · Android portfolio

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.

SkillsKotlinJavaMVVMMVIMVCRepository pattern
Vestro site and a custom C++/SDL2/OpenGL 2D engine
12 · Web & products

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.

SkillsTypeScriptJavaScriptCanvas animationHTMLCSSCloudflare Pages Functions
kintsu, an LLM fine-tuned for Unreal Engine game development
13 · kintsu

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.

SkillsLLM fine-tuningQLoRADoRAMoRAUnslothTRL
Locazi direct-booking platform
14 · Locazi

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.

SkillsWeb & UX designDesign systemsHTMLCSSJavaScriptRapid prototyping
Splice, a living-board biopunk auto-battler
15 · Splice

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
SkillsC++20WebAssemblyEmscriptenDeterministic simulationFixed-point mathWeb Worker
VT Suite - Unreal Engine gameplay plugins
16 · VT Suite

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 suite
SkillsUnreal Engine 5.8C++20Gameplay TagsReplicationIrisChaos physics
7+ Years building games ● Pass
8+ Shipped & shipping titles ● Pass
4 Platform families: PC · console · Switch · mobile ● Pass
1,247 Hours lost to shader compilation ● Pass
04 — Posts & mentions
▪ Live demo P—06 · project

Splice: a biopunk auto-battler you play in your browser

A 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.

Playable demo · auto-battler · Vestro Auto-battlerRogueliteBrowser Open the live demo →
P—01 · press

"Razvoj igara nije igranje": how C++ devs work in Unreal

Featured in Netokracija alongside two fellow Croatian engineers, covering career path, why C++, and advice for the steep part of the curve.

Apr 2023 · Netokracija Read ↗
P—02 · project

Kintsu

A 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.

In development · GitHub: Dwyps Follow ↗
P—03 · project

The VT suite

A 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).

In use across projects · Vestro Open the suite →
P—04 · project

Collapse: a dungeon generator you can drive

A 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.

Public demo · C++20 / WebAssembly · Vestro Open the live demo →
P—05 · project

Reconcile: Unreal Engine prediction you can watch

Client-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.

Public demo · C++20 / WebAssembly · Vestro Open the live demo →
// More to come: talks, build logs, and writeups.
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