Ever wondered about the people behind your favorite FiveM scripts? In our latest series we are sitting down with the creators who shape the community.
Meet Karol, the 20-year-old developer from Poland behind 17Movement, one of FiveM's most innovative script creators. Starting his store at just 17 years old (hence the name), Karol has built a reputation for creating multiplayer job scripts that revolutionize how players interact in FiveM servers, from the acclaimed Multiplayer Builder Job to the impressive Multiplayer Oil Rig job.
In this interview, Karol shares his development journey from teenage programmer to running a 7-person team, reveals what drives his passion for creating realistic multiplayer experiences, and offers advice for aspiring FiveM creators looking to build professional stores that prioritize quality and customer trust.
1. What's your first name?
My name is Karol.
2. Where are you from?
I’m from Poland.
3. How old are you?
I’m currently 20 years old, but I launched my store when I was 17. That’s also where the name comes from :)
4. What do you do hobby-wise (outside of FiveM)?
My biggest passion outside of FiveM is definitely cars. I’m into everything that’s loud, fast, has four wheels, and gives adrenaline :)
5. What led to you getting into FiveM?
Back in 2019–2020 I was watching popular Polish streamers playing GTA RP. I decided to join the fun and installed FiveM to play on similar RP servers.
6. What led to you creating scripts/launching a store, how did you get to that point?
My FiveM developer career began when a friend of mine wanted to launch his own server. At that time, I didn’t know anything about FiveM development, but I already had solid general IT knowledge and was just taking my first steps in programming. Unfortunately, that project didn’t succeed, but I didn’t stop developing my FiveM skills. I helped with many other projects, and eventually, when I felt my skills were good enough, I decided to launch my own store. Back then, this industry was much more amateur and less developed. I wanted to show that it could be done professionally.
7. Were you a developer prior to FiveM? If so, what did you do and if not, how did you learn?
Before I started with FiveM, I was very young. I had some basics in programming and was learning C#, but I wouldn’t call that solid experience. Instead, I had broad general IT knowledge.
8. What or who influenced you in the beginning, if anything/anyone?
No answer.
9. What is your favorite script/product you've created so far and/or what did you enjoy creating the most and why?
My favorite product from our offer is the Multiplayer Oil Rig Job script. Every time I go back to the promotional video, I feel extremely proud. It reminds me of the best times of the company, and we often joke with my colleagues that it was the “Prime 17 Movement.” I think this script is perfect on every level—from the idea, to the execution, to the promotional video.
10. What steps did you take to build your name/brand in the beginning, if any?
From the very beginning, I wanted my brand to stand out through transparency and trust. That’s why marketing wasn’t my top priority. I wanted my products to speak for themselves—and that’s exactly what happened. I quickly earned customer trust, and the popularity grew day by day.
11. What's your best selling script/product and why do you think it became your best seller?
Our best-selling product so far is the Multiplayer Builder Job. It was created mainly with realism in mind. We wanted it to be truly user-friendly while still keeping a realistic feel. I can also say this product was somewhat ahead of its time, because it was released over two years ago, when the FiveM market looked completely different than today. We were among the first to introduce object animations in civilian jobs, and I believe we were the first (at least on such a scale) to allow players to work together—and that’s the key element of RP games: player interaction. My main goal with multiplayer jobs was to stop players from mindless grinding. Our scripts in a way force roleplay, even during civilian jobs.
12. On the opposite side, what's the worst selling script/product and why do you think that is?
Our worst-selling script is the TV System. I think the main reason is its release date. Despite many updates and redesigns, the script is still very old, and in the meantime, newer and more feature-rich solutions have appeared on the market.
13. Do you offer refunds to customers? If so, why? And if not, why?
Yes, of course we offer refunds, but under specific rules. For the first 24 hours, you can return a product with a “no questions asked” policy. This means that if you request a refund within 24 hours, we’ll always give you your money back without asking unnecessary questions. After 24 hours, we still offer a 7-day refund policy, but only if the script is faulty due to our mistake.
14. If you had to name the single greatest mistake you made, what was it and why?
No answer.
15. How do you come up with new ideas for a script/product?
I often analyze the market, check out new trends, and when brainstorming new products, I try to think as a player. I ask myself: what’s missing in the game? How could this be done better? After all, our products should appeal primarily to players. Nowadays, it’s a bit different, because for over 1.5 years we’ve been continuously working on one big product, which I hope will finally be released soon.
16. What tools, programs, platforms or workflows are essential to your development process?
As a programmer, I mainly use Visual Studio Code, but there are a few other applications that are crucial to our company. First of all, GitHub. Working in a 7-person team, it would be very hard to keep everything organized without it—GitHub fits perfectly into our workflow. We also use ClickUp, a platform for managing tasks. As for the 3D side of things—we also have that department—we mainly use Blender, Sollumz, and Codewalker.
17. With GTA6 on the horizon, how do you think it will impact FiveM?
No answer.
18. What other FiveM creators, if any, do you think are underappreciated or just not noticed enough right now?
No answer.
19. What suggestions, if any, do you have for others considering launching a FiveM store of their own?
First of all, be yourself and focus on releasing the most original and fresh ideas. Launching a store is a long journey, and you need to be consistent and determined. Another very important piece of advice I can give is: always take care of your customers. Make sure your customer support is top-notch, and that the scripts you provide leave no doubts about their quality. Like I said earlier, if your products are good, you will 100% succeed sooner or later.
20. Let's imagine someone launched a FiveM store and is gaining no traction, what advice would you give them?
Don’t give up and don’t compare yourself to others. Some stores have been built for years—you won’t be able to catch up with them in a few weeks. Instead, focus on yourself and on improving your products until customers eventually start noticing you.
21. And lastly, do you have any info you'd like to share about anything you might be working on now or coming out with in the future?
Unfortunately, I can’t reveal our next product yet, but as I mentioned earlier, it’s something we’ve been working on for 1.5 years with a 7-person team. It’s really a huge project, and I honestly can’t wait for its release.
Thank you to Karol for taking the time to share his insights and journey with us! From starting his store at just 17 years old to building a successful 7-person team, Karol's story is a testament to the power of persistence, quality, and putting customers first. His focus on creating multiplayer experiences that encourage genuine roleplay rather than mindless grinding has clearly resonated with the FiveM community.
Whether you're a server owner looking for innovative job scripts or an aspiring developer seeking inspiration, 17Movement's approach of prioritizing originality, customer support, and consistent improvement offers valuable lessons for anyone in the FiveM ecosystem.