ROBLOX SYSTEMS DEVELOPER

I build the gameplay systems behind 142M+ player visits.

Senior developer & programmer at PlayVerse, with systems work for Nite Games Lab.

Combat, tower defense, simulators, survival, persistence, and monetization, shipped as a contributing developer across 9 live Roblox experiences. Every number below links to a game you can play right now.

strict Luaugameplay systemsProfileStoreRojo workflowsmonetization
142M+contributed visits
9live games
~2889playing right now
LIVE GAMES · 142M+ VISITS
Marble Rail gameplayFlagship
#1 by visits· flagship

Marble Rail

Obby · Runner · Marble Rail

My role: Core gameplay systems

117.6M
lifetime visits
2playing
3.4Mfavorites
play on roblox →
CROSSFIRE game icon
Shooter · PvP

CROSSFIRE

Final Descent

My role: Complete rewrite

5.7Mvisits
17playing
412Kfavorites
play on roblox →
Create A Soccer Squad game iconlead dev
Sports · Collector

Create A Soccer Squad

its time for the world cup

My role: Lead developer

2.5Mvisits
2578playing
4Kfavorites
play on roblox →
Evade Lander game icon
Survival · 1-v-All

Evade Lander

tyfan arts

My role: Gameplay systems

2.3Mvisits
6playing
12Kfavorites
play on roblox →
Jump Wall for Brainrot game icon
Simulation · Tycoon

Jump Wall for Brainrot

Game Group This

My role: Core gameplay systems

276Kvisits
21playing
511favorites
play on roblox →
SYSTEMS I BUILD

The same systems, shipped and proven in live games, not demos. Each one names where it runs in production.

Combat & weapons

CROSSFIRE

gun handling, hit detection, first/third-person feel

Tower defense & waves

Block Tower Defense

turret placement, wave scaling, bosses, base upgrades

Incremental & sim loops

Speed Broom · Grow The Hole

rebirths, upgraders, treadmill boosts, pets

Survival & destruction

Evade Lander

1-vs-all rounds, hiding, physics destruction

Round-based multiplayer

Guess My Needoh

matchmaking, turns, guess resolution, win states

Data persistence

every live game

ProfileStore, session-locked saves, retry logic

Monetization

every live game

gamepasses, dev products, single-owner receipt grants

Progression & economy

Marble Rail · Speed Broom

soft currency, leaderstats, unlocks, boosts

enemy AI & pathfindinginventory, hotbar & toolsshop, trading & marketplace UIquest & reward systemspet & companion systemsplacement & buildingrounds, waves & matchmakingabilities & cooldownsleaderboards & statscustom UI controllersadmin & dev toolingremote routing & networking

frameworks & libraries

KnitProfileStoreReplicaZapRbxUtilRojoWally
FLAGSHIP REFACTOR

A strict, portable systems library

A private, game-agnostic Luau library. I extract the load-bearing systems from the games I work on and generalize them into strict, typed, drop-in modules, so a new project starts on a stable foundation instead of from scratch. Every module follows one rigid header and architecture standard and drops into a new game with config changes, not logic edits.

strict LuauRojoDataStoresremotesmonetizationportable services

Private toolkit. Source not published. Walkthroughs available on request.

unified-src · private

extraction

MarbleRail extraction483 scripts
inventory + conflicts_G, remotes, receipts
strict modulestyped APIs
Rojo treedrop-in systems

game-ready modules

DataService -> leaderstats + saves
DevProductService -> registered grants
RemoteRouter -> channel events
CheckpointService -> stage flow
config changes only; no logic edits per new game

483

scripts inventoried

218

server scripts mapped

145

client scripts mapped

117

module scripts mapped

175

GUI trees preserved

87

image asset ids cataloged

systems extracted

DataService: session-locked, retrying DataStore persistence
DevProductService: single ProcessReceipt owner with registered grants
RemoteRouter: typed channel router over reliable, unreliable, and function remotes
CheckpointService: stage progression, teleporting, skip-stage purchase flow
BoostService: authoritative timed movement boost state
CurrencyService: soft currency, leaderstats, and player boost attributes
Promise and Signal: strict Luau async primitives
Rojo project: droppable source tree with game-specific config isolated

why it matters

Can rescue messy production code

It extracts the load-bearing systems from real production games, inventories the hidden coupling, and turns them into a strict, game-agnostic source tree.

Fixes real Roblox failure modes

It removes `_G` service state, consolidates competing ProcessReceipt callbacks, and fixes client-created remote races that can silently break networking.

Builds for teams, not just demos

Each module has typed APIs, lifecycle methods, dependency headers, config injection, and clear human-review flags for per-game security decisions.

SHIPPED TOOLING
luau2ts website screenshot

compiler & tooling

luau2ts

A Luau-to-TypeScript compiler: parsing, code generation, AST structure, docs, and a live playground.

TypeScript · Luau syntax · Roblox tooling

lastfm-luau repository screenshot

published Luau library

lastfm-luau

A typed async Last.fm API client for Roblox and Lune: typed method coverage, sessions, examples, and release discipline.

Luau · Roblox · Lune · Wally

studio fit

Hire me when the game needs systems that survive scale.

I am strongest where gameplay, backend state, remotes, monetization, UI, and tooling meet. I can own a feature from blank script to production module, or step into an existing codebase and make it safer without stalling the team.

discord

deathcow

Roblox gameplay systems
backend services & persistence
monetization & marketplace flows
typed Luau architecture
Rojo source organization
UI implementation
bug fixing in live codebases
developer tooling
    githublinkedinRoblox systems