Roblox developer / systems / UI / live ops
I build Roblox games that ship.
Fast rewrites, stubborn production problems, launch pressure, awkward inherited codebases - I have been there. I am the developer you call when the game needs to move from "cool idea" to "players can actually use this."
Discord:
The numbers are real. The lessons are too.
Notable clients & references
The work has names attached.
Most of my work is done for private individuals. These are some of the bigger names that have trusted me with their games.
Baron Studios
Tree Chop IO. Sole developer across frontend, backend, and UI, finished in three weeks.
Increates Studio workIncreates
Lead dev on acquired titles, plus technical review work for acquisition quality and feasibility.
BlackLeaf ReferenceBlackLeaf
Notable Roblox studio reference in the same serious-operator space I want to keep working in.
Basw / Stella Octangula
Basw, Twin Atlas product manager, owns the unreleased fishing game under Stella Octangula.
Shipped work
Shipped Projects
A few of these are older and very much from the commercial Roblox machine. I still keep them here because they shipped, reached real players, and taught me what production work looks like when the deadlines are real and approaching fast.
Italian Brainrot Challenge
My first hit. Peaked at tens of thousands of CCU, and yes, some of it is my worst work yet. I was the sole scripter, and it taught me a lot very loudly.
Open RobloxFast Food Simulator
Full rewrite after acquisition under fast-paced production. Weekly deadlines meant shipping sizeable updates on a live game, not sitting around polishing imaginary perfect systems.
Open RobloxDrilling Tycoon
Full rewrite and community management. A good example of wearing the developer hat and the player-facing operator hat at the same time.
Open RobloxThe Hybrid Cafe
Increates acquisition-side work: technical review, feasibility checks, quality assessment, and integration requirements for one of the most notable candidates I supported.
Open RobloxPro Hospital
Older Sebee work where I was the sole developer. Not the game I would use to explain my taste today, but it is part of the professional trail.
Open RobloxPro Border
Live ops support for Sebee. A useful chunk of experience in updates, maintenance, and working inside existing player expectations.
Open RobloxCurrent best work
The stuff I wish I could show you more of.
My best work is sitting in unreleased projects right now. These are the projects where I have had room to care about architecture, feel, interface quality, and the kind of systems that make a game worth staying in.
Baron Studios
Tree Chop IO
My latest and some of my finest work: sole developer across frontend, backend, and UI, completed on schedule and on budget in three weeks.
Open proof clipStella Octangula / @basw
Lore-rich WIP fishing game
This is the one I keep calling my baby. Six months of systems architecture, complex gameplay loops, and high-quality frontend work for a sea-bound spin on the Dead Rails idea.
What I bring
Useful before, during, and after launch.
Rewrites without drama
I can take messy inherited code, find the load-bearing parts, and turn it into something shippable without getting precious about it.
Full-stack Roblox work
I am comfortable wearing a lot of hats: frontend, backend, UI, data, live ops, integrations, and the glue work that keeps all of it from drifting apart.
Technical review
I have supported acquisition work by reviewing quality, feasibility, integration risk, and what a game will actually take to operate.
No-nonsense delivery
I am mature, direct, and steady under pressure. I like reliable people, clear work, and games made by teams that care.
Let's talk
Have a game that needs a serious developer?
I am looking for reliable teams, high-quality games, and a better pace than the usual hired-gun grind. If that sounds close, send me a message.