Specialty
Server-authoritative Roblox gameplay systems built to scale and stay fair.
I build the core gameplay systems behind large Roblox games — cases, trading, economy, and progression — with the server in control and the client kept honest.
Core gameplay systems running on a game that peaked at 31k players
Proof Metrics
31k
Peak players supported
Server-authoritative
Default architecture
Millions
Case opens processed
Who This Fits
Teams that need senior technical ownership.
- -Studios building case, simulator, or economy-driven Roblox games
- -Teams whose gameplay logic lives too much on the client
- -Founders who need core systems built once, properly
Common Problems
The reasons people usually bring me in.
- -Gameplay logic that exploiters can manipulate from the client
- -Economy and inventory systems that duplicate or corrupt under load
- -Core loops that slow down as concurrency rises
What I Deliver
Execution that closes the risk, not just the ticket.
Server-authoritative gameplay loops and economy systems
Secure player-to-player trading with dupe prevention
Progression, quests, and reward logic that holds up live
Case Studies
Proof from shipped work.
Engineering Notes
Technical writing that shows how I think.
High-Stakes Projects
Need gameplay systems support on a live project?
If the product is already under pressure, send the brief. The best fit is a high-stakes build where reliability, speed, and technical judgment matter.