Application portfolio / Roblox scripter program

Backend systems live Roblox games depend on.

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.

Inspect case files
Studios Sam Studios, SyndicatedBuilders, Exchange Creator, DT Studios
Owned projects 2 commercially sold Roblox games
Availability Full-time or scoped weekly updates
Specialty Turning unstable systems into maintainable ones
What I actually do

I join where Roblox projects usually get painful.

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.

Case files

Published games, framed by what they prove.

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.

Ultimate Card Battle duel request and duel result gameplay
Duel request flow / backend state
Ultimate Card Battle roll prompt and raid navigation gameplay
Roll prompt / raid navigation
Ultimate Card Battle daily login reward panel
Retention UI / reward state
Featured live game

Ultimate Card Battle

Card RNG, duel flow, raids, progression, inventory, limited-time surfaces, backend state, and UI connected to gameplay systems.

Role Backend / gameplay systems
Proof RNG, raids, duel requests, live panels
Risk handled Client/server state and reward correctness
Open Roblox page
RNG / collection loop

Anime Aura RNG

RNG progression, aura-style collection, inventory handling, and live-game iteration.

Open Roblox page
Tycoon production

An Average Tycoon Anniversary

Tycoon support, update work, retention systems, and production scripting.

Open Roblox page
Simulator progression

Push a Car

Progression, player loops, rewards, and live update scripting for simulator gameplay.

Open Roblox page
Weekly update work

+1 Muscle to Push Cars

Progression tuning, reward flows, pets, UI hooks, and game-loop polish.

Open Roblox page
Private / unreleased

I 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.

Technical receipts

How the work usually breaks down.

These are the system surfaces I expect to own, debug, or clean up when joining a Roblox project.

Server authority

Combat, boss AI, NPC logic

Cooldowns, targeting, animation support, VFX/SFX hooks, validation, and tuning surfaces.

client intent -> server validate -> replicate result
Progression math

Gacha, RNG, unlock paths

Roll loops, pity-style logic, rewards, inventory grants, retention hooks, and player feedback.

roll -> reward resolve -> inventory grant -> UI sync
Persistence

Data, inventories, economy

ProfileStore/DataStore layers, item ownership, currencies, safe save boundaries, and recovery-minded design.

profile load -> mutate safely -> reconcile -> save
Live operations

Cross-server events and updates

MessagingService and MemoryStore patterns for events, announcements, timed content, and coordination.

publish event -> memory lock -> server fanout
Footage deck

Short proof clips with clean thumbnails.

Duel / UI

Duel flow and reactive state

Request handling, multiplayer state, roll flow, UI feedback, and backend responses.

RNG / onboarding

Roll prompt and raid navigation

Quest prompts, roll actions, raid entry points, and client presentation around server state.

Combat sandbox

Boss ability testing

Ability tuning, cooldown state, animation/VFX support, and debug surfaces for boss work.

Simulator loop

Progression and rewards

Currency, upgrade, roll, inventory, and reward feedback inside a live game loop.

Retention

Daily login panel

Timed claims, reward locking, UI state, and returning-player retention support.

Update work

Weekly update workflow

Fast Studio iteration, progression tuning, pet/reward surfaces, and commission delivery.

UI surfaces

Player-facing systems need reliable state underneath.

The assets are visual, but the important part is what feeds them: cooldowns, rewards, boss health, quest progress, roll state, and player inventory.

Questline UI panel asset
Questline panel layout
Duel result panel UI frame
Duel result UI frame
Boss HP bar UI asset
Boss HP bar asset
Raid teleporter panel UI asset
Raid teleporter panel
Toolchain

Comfortable in external workflows.

I normally work through VS Code and can adapt quickly to studio-specific toolchains.

Code quality
  • Typed Luau and --!strict
  • Clean module boundaries
  • Debuggable architecture
Backend layer
  • Roblox APIs and server boundaries
  • ProfileStore / DataStore layers
  • Inventory, economy, rewards
External workflow
  • VS Code, Git and Rojo
  • Darklua, Selene, Rokit
  • Pesde, Just and Zune
Live systems
  • Blink-style networking patterns
  • MessagingService
  • MemoryStore coordination

Currently ramping on Charm state and ByteNet. I learn new frameworks quickly when the project needs them.

Work modes

Clear ways to hire me.

USD pricing for remote Roblox systems work. Best fit: serious long-term projects, live games, update pipelines, and backend-heavy ownership.

Full-time with upside $3.5k / month

Monthly systems work with a small percentage of the game.

  • Systems ownership
  • Live-game support
  • Long-term maintainability
  • Best for shared upside
Full-time flat $5k / month

Monthly work without percentage.

  • Fixed monthly cost
  • Backend and gameplay systems
  • Update pipeline support
  • Best for predictable budget
Weekly update commission $1.5k / update

Scoped commission work for weekly live-game updates.

  • One scoped update
  • Bugfix pass
  • Integration support
  • Best for live content cadence
Commission menu

Scoped systems starting points.

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.

Backend Combat Systems 300k Robux / $1k USD

Server-first combat framework for players and NPCs.

  • Light/heavy attacks
  • Modular hitbox systems
  • Knockback, damage, stagger, knock/execute
  • Blocking/parrying and basic weapon support
  • Animation support
Backend AI System 250k Robux / $875 USD

Price varies heavily by AI needs. Simple AI can be cheaper; advanced combo logic can raise scope.

  • Roaming and pathfinding
  • Performance-oriented design
  • Interaction and combat capabilities
  • Ability-use logic
Backend Quest System 250k Robux / $875 USD

Modular quest flow for live game progression and rewards.

  • Live quest tracking
  • Client/UI updates
  • Rewards and conditional requirements
  • Step-by-step and multiple quest type support
Backend Interaction Systems 70k Robux / $245 USD

Expandable interaction logic with server-side verification.

  • Passive and active interactions
  • Modular functionality
  • Server-side validation
Frontend Skill / Ability Visuals 30k Robux / $100 USD

Starting price for visuals only. Backend support such as knockback and damage is scoped separately.

  • Ability presentation
  • VFX/SFX timing support
  • Complexity-based pricing
Final checkpoint

Ready to ship systems for live Roblox games.

Available for full-time studio work, backend-heavy game systems, codebase rescue, and weekly update commissions.

Roblox Yahito0 Open profile search
Working context Remote / full-time / weekly updates English and Portuguese, Europe/Paris timezone
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