The longer version of how Rustix came together.
Rustix was a name before it was a studio. It's what Moe went by in gaming communities, long before any of this. He got started in GTA V roleplay on console, where he met the people he still works with today. No development background, no PC, no server, no plan.
FiveM changed that. On console you join a world someone else built. On FiveM you can build the world yourself: set up the server, write the scripts, control the permissions. He wanted to know how all of it worked, and that never stopped. A server problem turned into a permissions problem, that turned into a bot, and the bot turned into automation. Somewhere along the way, running communities turned into building the systems behind them.
Nobody made Moe the infrastructure guy. Something needed to work, so he figured it out: Linux, reverse proxies, domains, deployments, firewalls, and keeping servers up when they broke at the worst time. Every problem taught him something new, and after enough of them it became the job.
Rustix Development officially launched in 2025, but the name and the skills behind it go back further. The work didn't change in 2025. What changed was taking on outside clients and running it as a proper studio, not just the backend for one community's servers.
Rustix is still founder-led and small on purpose. It works alongside Unreal Network and Unreal Studios, which share the broader Unreal name, and takes on more and more client work that has nothing to do with either.
The work page has examples of the kind of projects we build.