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."

See shipped work

Discord:

Snapshot from public Roblox pages

The numbers are real. The lessons are too.

226M+ public visits across contributed titles
100M+ visits on my first hit
3 weeks to finish Tree Chop IO solo
Tech lead for acquisition review and support

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.

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 thumbnail
100.4M visits

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 Roblox
Fast Food Simulator thumbnail
71.8M visits

Fast 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 Roblox
Drilling Tycoon thumbnail
3.4M visits

Drilling 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 Roblox
The Hybrid Cafe thumbnail
24.4M visits

The 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 Roblox
Pro Hospital thumbnail
20.6M visits

Pro 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 Roblox
Pro Border thumbnail
6M visits

Pro Border

Live ops support for Sebee. A useful chunk of experience in updates, maintenance, and working inside existing player expectations.

Open Roblox

Current 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 clip

Stella 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.

Fishing game recording preview Fishing game second recording preview

What I bring

Useful before, during, and after launch.

01

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.

02

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.

03

Technical review

I have supported acquisition work by reviewing quality, feasibility, integration risk, and what a game will actually take to operate.

04

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.

@cluelessdev