Core Development
The shared Luau foundations I use to keep gameplay code modular, readable, and easy to extend.
The shared Luau foundations I use to keep gameplay code modular, readable, and easy to extend.
Persistence and validation patterns for reliable player inventories, rewards, saves, and progression.
Player-facing systems that connect combat, characters, enemies, quests, and progression into a coherent loop.
Reward, shop, and monetization systems designed to work with the wider progression model.
Server-authoritative flows for queues, matchmaking, remote communication, and multiplayer state.
Roblox interface implementation that connects menus, HUDs, feedback, and gameplay state.
Debugging, profiling, refactoring, and architecture work for codebases that need to keep growing.
An anime auto-battling experience where players summon characters, build teams, evolve units, and progress through automated battles.

Anime Auto Battlers is my main ongoing project and the largest technical system I have built so far. It connects combat, progression, character management, summoning, inventory, data persistence, UI, and multiple gameplay modes in one architecture.
Runs automated battles and manages characters, attacks, abilities, status changes, and battle progression.
Reusable foundations for adding characters, attacks, abilities, passives, effects, and progression behaviour.
Connects summoning, evolution, inventory, titles, shops, rewards, luck, and player progression.
Backend and frontend systems built to stay maintainable as new units, mechanics, modes, and progression features arrive.
A side-scrolling RPG inspired by Stick Online, with distinct characters built on shared gameplay foundations.
This project helped me explore side-scrolling RPG design, reusable character abilities, quests, NPC interactions, enemy systems, and progression inside a connected world.
Different characters use shared foundations instead of isolated implementations.
Quests, NPCs, enemies, combat, and progression work together inside a side-scrolling world.
A character-driven Capture the Flag experience with unique fighters on a modular gameplay architecture, inspired by One Piece Bounty Rush.

Anime Bounty was my first solo Roblox project. It introduced many of the systems and architectural ideas I later improved in larger projects, including modular characters, combat, skills, matchmaking, queues, inventory, and persistent player data.
Unique playable characters share an underlying framework for abilities and gameplay behaviour.
Matchmaking, queues, capture zones, inventory, and persistent data form the full game loop.
A collaborative passion project where I led development and built much of the technical foundation.

This was my first collaborative Roblox project and my first experience acting as the lead developer for a shared game idea. I focused on the technical foundation, including combat, abilities, enemy behaviour, pathfinding, and the architecture connecting the main gameplay systems.
I led the development work and shaped the shared foundation for a collaborative project.
NPC pathfinding, combat, and skill systems connected enemies to the main gameplay loop.