Systems that don't rot
Modular, data-driven code. When your game grows, you add features — you don't rewrite everything from scratch.
Roblox dev by trade, generalist by habit. I build the systems most people give up on — combat, AI, economies — and I write clean Luau, C++, Python and Java to get there.
Modular, data-driven code. When your game grows, you add features — you don't rewrite everything from scratch.
You see playable builds early. No two-week silence followed by a mystery zip file. You steer as we go.
Server-authoritative by default. I assume the client is lying, because it usually is.
Roblox is home base, but I don't stop at Luau. Backend tools in Python, performance-critical bits in C++, Java when the assignment calls for it, and yes — I hand-wrote this whole site in HTML/CSS.
local Players = game:GetService("Players")
local function onJoin(player)
local data = DataStore:load(player.UserId)
player:SetAttribute("Coins", data.coins or 0)
print(player.Name .. " is in")
end
Players.PlayerAdded:Connect(onJoin)
// fold a vector down to one number
#include <vector>
int sum(const std::vector<int>& xs) {
int total = 0;
for (int x : xs) total += x;
return total;
}
# nth fibonacci, no recursion drama
def fib(n):
a, b = 0, 1
for _ in range(n):
a, b = b, a + b
return a
print([fib(i) for i in range(10)])
public class Greeter {
public static void main(String[] args) {
String who = args.length > 0 ? args[0] : "world";
System.out.println("hi, " + who);
}
}
<!-- this exact site, no template -->
<section class="hero">
<h1>pina.dev</h1>
<p>built by hand, not by AI.</p>
</section>
Hitbox-accurate melee & ranged system with replicated VFX and lag compensation.
Pathfinding-driven NPCs with perception, aggro states, and squad coordination.
Server-authoritative inventory, shop, and DataStore layer with rollback safety.
Component-based interface toolkit with tweened transitions and controller support.
You tell me the idea. I tell you what's realistic, what it'll cost, and how long.
Playable chunks, not a black box. You test as it comes together and we adjust.
Edge cases, performance, and the little details that make it actually feel good.
Clean handover, documented code, and I'm around if something breaks later.
I started messing with Luau a few years back and never really stopped. Somewhere along the way I picked up C++, Python and Java too — turns out once you like solving problems, the language stops mattering much.
These days I mostly build the systems people find annoying: combat, enemy AI, economies, anti-cheat. If it's the part of the game everyone else avoids, it's probably the part I want.
Say hi →Perfect for a single, well-defined system or bug fix.
End-to-end build of a feature set or full game loop.
Ongoing development partner for your live game.
Depends on the job. A single system is usually 1–2 weeks. Bigger builds get split into milestones so you're never left wondering what I'm doing.
Yep, all of it. You get the full source and docs on delivery. I don't keep a copy hostage.
Usually split — something like half up front, half on delivery. Robux or USD, whatever's easier for you.
All the time. I'll jump into someone else's codebase to fix, optimize, or bolt on new systems. I'm used to reading other people's code.
Roblox is where I live, but I take on C++, Python and Java work too. If it's a real problem, I'm interested.
Send me the idea — even if it's half-baked. I'll tell you straight if I can help.