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June 11, 2026ModForge Team

Hiring a Game Server Developer: The Complete Guide

How to write a brief that gets good applicants, spot the developers who will actually finish, and structure payment so nobody can run off with your money.

Almost every server owner eventually needs something built. And almost every server owner has a story about the developer who took a deposit and vanished.

The pattern is avoidable. It is nearly always caused by two fixable things: a vague brief, and paying up front.

Write a brief that filters

A bad brief — "need a custom script for my server, dm me price" — gets you thirty replies from people who have no idea what they are quoting for. A good brief gets you five, all of whom can price accurately.

Include:

  • The platform and version. "FiveM, latest artifacts, ESX 1.9" or "Paper 1.21".
  • What it does, described as user actions: "Player walks to the counter, opens a menu, buys an item, it appears in their inventory."
  • What it integrates with. Existing frameworks, databases, other scripts.
  • What done means. The specific behaviour you will test before paying.
  • Your budget range. Hiding it wastes everyone's time and attracts worse quotes, not better ones.
  • Your deadline, and whether it is real.

The single highest-value line in any brief is the acceptance criteria. "Works properly" is not one. "Handles 30 concurrent players without desync, survives a restart, and the config allows changing prices without editing code" is.

Reading applications

Look for:

  • Relevant portfolio work. On ModForge, applicants attach portfolio links directly to their application. Open them. Someone with five FiveM jobs is a better fit for a FiveM job than a generalist with a prettier site.
  • Questions. The best applicants ask about edge cases you did not think about. Someone who quotes instantly without a single question has not thought about the job.
  • A quote that engages with scope. A number with reasoning behind it beats a lower number with none.

Be suspicious of a quote far below everyone else's. It usually means one of three things: they misunderstood the scope, they intend to disappear, or they will deliver something you have to pay someone else to fix.

Structure the payment properly

Never pay 100% up front. Also never expect a developer to work 100% on spec — that is equally unreasonable, and good developers will decline.

Escrow solves this for both sides. You fund a milestone and the platform holds the money. The developer can see it is funded, so they know they will be paid. You have not handed it over, so you keep leverage until the work is delivered. When you approve, it releases.

On ModForge this is how every contract works. A few details worth knowing:

  • Chat opens only after funding. This is deliberate. It removes the window where someone talks you into a "cheaper" off-platform deal that comes with no protection at all. If someone tries to move you to a direct payment, that is the whole scam.
  • Auto-release exists so developers are not held hostage by a client who goes quiet after delivery.
  • Either side can dispute while funds are held, and an admin reviews it.
  • The fee is 10% of contract value; the developer receives 90%.

Break big jobs into milestones

For anything over a few hundred dollars, do not use one milestone. Split it:

  1. Core functionality working in a test environment.
  2. Integration with your existing systems.
  3. Polish, config, documentation, handover.

You get to verify progress before committing the whole budget. The developer gets paid along the way instead of carrying weeks of unpaid work. Both sides' risk drops.

During the job

  • Test each milestone properly before approving. Once released, funds are gone.
  • Do not change scope mid-milestone. If you need something new, agree it as a new milestone with its own price. Silent scope creep is the main reason contracts turn sour.
  • Keep it in the contract chat. If it is not in writing on the platform, it does not exist for dispute purposes.

Gigs versus job posts

Two different directions:

  • A job post is you describing what you need and developers applying with quotes. Best for custom or unusual work where you want options.
  • A service (gig) is a developer advertising a fixed-price package you order directly. Best when your need is standard and you would rather skip the back-and-forth.

Both run on the same escrow, chat, dispute and review system. Services are usually faster; job posts usually get you a better fit for complex work.

After delivery

Leave an honest review. Reviews only exist after a completed paid contract, and both sides review each other — clients get rated too. Good developers check a client's history before applying, so an accurate review market makes the whole thing work better for you next time.