Anime Aura RNG
RNG progression, aura-style collection, inventory handling, and live-game iteration.
Open Roblox pageApplication portfolio / Roblox scripter program
I build server-first Luau systems for combat, boss AI, abilities, RNG progression, ProfileStore/DataStore layers, economy, reactive UI, live events, and messy codebase cleanup.
Live games rarely arrive clean. I can pick up unfinished or messy code quickly, trace the real gameplay path, fix unstable systems, and leave the code easier to extend.
My strongest area is backend development, but I also wire the frontend when the player experience depends on server state, cooldowns, rewards, inventory, quests, shops, or live events.
The point is not just that the games exist. The point is that the work covers real production surfaces: data, state, UI, economy, combat, progression, and weekly shipping.
Card RNG, duel flow, raids, progression, inventory, limited-time surfaces, backend state, and UI connected to gameplay systems.
RNG progression, aura-style collection, inventory handling, and live-game iteration.
Open Roblox pageTycoon support, update work, retention systems, and production scripting.
Open Roblox pageProgression, player loops, rewards, and live update scripting for simulator gameplay.
Open Roblox pageProgression tuning, reward flows, pets, UI hooks, and game-loop polish.
Open Roblox pageI have also contributed to unreleased studio projects, including backend systems, combat support, gameplay architecture, and cleanup work that cannot be shown publicly. References, buyer context, or deeper attribution can be shared after an intro call.
These are the system surfaces I expect to own, debug, or clean up when joining a Roblox project.
Cooldowns, targeting, animation support, VFX/SFX hooks, validation, and tuning surfaces.
client intent -> server validate -> replicate result
Roll loops, pity-style logic, rewards, inventory grants, retention hooks, and player feedback.
roll -> reward resolve -> inventory grant -> UI sync
ProfileStore/DataStore layers, item ownership, currencies, safe save boundaries, and recovery-minded design.
profile load -> mutate safely -> reconcile -> save
MessagingService and MemoryStore patterns for events, announcements, timed content, and coordination.
publish event -> memory lock -> server fanout
Request handling, multiplayer state, roll flow, UI feedback, and backend responses.
Quest prompts, roll actions, raid entry points, and client presentation around server state.
Ability tuning, cooldown state, animation/VFX support, and debug surfaces for boss work.
Currency, upgrade, roll, inventory, and reward feedback inside a live game loop.
Timed claims, reward locking, UI state, and returning-player retention support.
Fast Studio iteration, progression tuning, pet/reward surfaces, and commission delivery.
The assets are visual, but the important part is what feeds them: cooldowns, rewards, boss health, quest progress, roll state, and player inventory.
I normally work through VS Code and can adapt quickly to studio-specific toolchains.
Currently ramping on Charm state and ByteNet. I learn new frameworks quickly when the project needs them.
USD pricing for remote Roblox systems work. Best fit: serious long-term projects, live games, update pipelines, and backend-heavy ownership.
Monthly systems work with a small percentage of the game.
Monthly work without percentage.
Scoped commission work for weekly live-game updates.
These are example starting prices for defined systems. Final scope depends on requirements, integration depth, existing code quality, and how much UI/backend support is included.
Available for full-time studio work, backend-heavy game systems, codebase rescue, and weekly update commissions.