Passionate Roblox programmer turning ideas into engaging games.
Current Projects
Grow your very own bug sanctuary. Cut grass to uncover hidden bugs, collect them, and place them in your plot. Bugs earn you cash, even whil...
Catch fish, earn coins, and unlock better rods to progress through new islands. Each area has stronger rods, better rewards, and rarer catch...
Lift dumbbells to gain Strength and grow bigger over time. Drag Lucky Blocks to your base and break them open for rare Brainrots that earn C...
Previous Works
The Region System allows you to define Regions within your Roblox game, such as towns, cities, landmarks, points of interest, etc. This ...
The Impaled Death Mechanic is a custom death effect/animation in which you get impaled by a stake when your character dies.
A TPS Gun System governs ranged combat in a third-person shooter. The system includes: Weapon Types: Variety of guns. Weapon Attributes: Dam...
The Lever Puzzle System allows you to place any number of levers and define custom logic for how they should be activated. You can creat...
A brief overview of my proficiency in tools.
The primary IDE for developing Roblox experiences.
Hybrid setup where some files are managed in VS Code via Rojo while the rest live in Studio. I configure the project, sync map, and ignore rules so both sides stay in sync without conflicts.
End-to-end Rojo workflow with the entire project source authored in VS Code. Studio is used purely as a runtime, enabling proper version control, code review, and tooling on the full codebase.
I migrate existing Roblox projects from Studio-only workflows into Rojo-managed setups, preserving instances, scripts, and references while introducing source control from day one.
A version manager for Roblox tools like Rojo and Selene.
Distributed version control system for tracking changes.
Web-based platform for version control and collaboration.
A popular and extensible code editor.
A brief overview of my proficiency in languages.
The scripting language primarily used within Roblox.
Roblox's type-checked and performance-enhanced Lua dialect.
A fundamental language for web development and beyond.
JavaScript runtime environment for server-side development.
The standard markup language for creating web pages.
The stylesheet language for styling web pages.
Versatile language often used for tooling and backend tasks.
A brief overview of my proficiency in frameworks.
A robust 2D physics engine.
A framework for structured Roblox game development.
Using React paradigms within Roblox Lua/Luau.
A predictable state container for Roblox Lua/Luau.
A brief overview of my proficiency in paradigms.
Organizing code into objects with properties and methods.
Describing computation in terms of statements that change the program state.
Expressing the logic of a computation without describing its control flow.
Entity-Component-System architectural pattern.
A brief overview of my proficiency in devops & ci/cd.
All changes ship to a Staging place first, a mirror of Production used to validate gameplay, data, and economy before any player sees them.
Tests and smoke checks run on Staging to catch regressions and bugs before they ever reach Production. Failures gate the deploy.
Once Staging is green, the same build is promoted to Production. Predictable, repeatable releases instead of editing live places.
I run a Staging to Production deployment pipeline for my Roblox games. Every change is validated on a Staging place first, so tests catch regressions there before any player ever touches Production.
I'm comfortable with partial Rojo (some files in VS Code, the rest in Studio), full Rojo (entire project authored outside Studio), and migrating existing Studio-only projects onto a Rojo-based workflow.
I create external tools when they unblock the team. For example, a Perlin noise previewer to design procedural terrain without constant Roblox playtesting.
I use tools like Desmos to precisely design numerical behaviors, such as weighted random number generation with a luck factor, which is critical for Incremental + RNG games.
I excel at identifying and resolving logical errors using breakpoints, watch expressions, and structured logging.
My experience spans varied Roblox systems and game features, from economy and progression to networking and tooling, showing real adaptability and technical breadth.
I lean on architectures like ECS and frameworks like Knit to keep large codebases maintainable as the team and feature set grow.
Explore the ways we can collaborate.
Best for small, clearly scoped jobs. You pay once the task is finished and you're happy with it.
For bigger projects with several tasks. Usually starts with a small upfront payment, then you pay as each task gets completed.
Not accepting new commissions of this type at the moment.
For joining a team and sticking around. Paid on a regular schedule we agree on.
Not accepting new commissions of this type at the moment.
Convenient ways to compensate for services.
My preferred way to get paid. Low fees and a fair exchange rate, so the price you see is the price you pay.
Works fine, but PayPal takes a cut of every payment. To make up for that, the invoice includes a small extra charge.
Feel free to reach out to me through any of the platforms mentioned below.
I'm open to discussing potential projects, collaborations, or any questions you may have.