Code that grows with your game
I keep my code modular. When you want to add something later, you build on what's there. You don't start over.
I've made two full games on my own. The build, the animation, all the code, all me. Luau is what I use most, but I'll work in C++, Python, or Java when a project needs it.
I keep my code modular. When you want to add something later, you build on what's there. You don't start over.
I send you playable builds as I go. You test them and tell me what to change while it's still easy to change.
The stuff that matters runs on the server, not the player's client. I build like people will try to cheat, because some of them will.
Most of my work is on Roblox, but I don't stop there. I've built backend tools in Python, written the heavier stuff in C++, and used Java for school. I coded this whole site by hand in HTML and CSS. No template.
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);
}
}
<!-- just me and a text editor -->
<section class="hero">
<h1>pina.dev</h1>
<p>no template, wrote it myself.</p>
</section>
43K+ visits
A fast-food game. Take orders, cook the food, and keep the line moving before customers walk out. I built, animated, and coded all of it myself.
Play on Roblox →
55K+ visits
A tycoon where you grow trees, harvest fruit, and expand your farm. I made the whole thing on my own, start to finish. The build, the animation, every line of code.
Play on Roblox →I'm always up for the next one. Whole game or one system, if you've got an idea I want to build it.
Start a project →You tell me what you want to make. I tell you what's doable, what it'll cost, and how long it'll take. Straight up.
You get playable pieces as I go, not one big reveal at the end. You test it and we adjust.
I clean up the edge cases, tune the performance, and add the small details that make it feel done.
You get the code, clean and documented. If it breaks later or you want more, I'm around.
I started with Luau a few years back and never really stopped. Picked up C++, Python, and Java along the way. Once you're into building things, the language stops mattering much.
These days I build the parts most people skip. Combat, enemy AI, economies, anti-cheat. If it's the hard part everyone avoids, that's the part I want.
Say hi →You tell me your budget and I work with what you've got. Real commissions only, so nothing under $50 USD. I'll make the rare exception. But it's not guaranteed.
Start a project →A single system is usually a few hours to a day. A whole game is around a week. Anything bigger, I split it into milestones so you always know where it's at.
Yes, all of it. You get the full source and docs when it's done. I don't hold anything back.
Usually split. Half up front, half on delivery. Robux or USD, whatever's easier for you.
Yeah. I'm fine jumping into someone else's code to fix it, optimize it, or add new systems. I do it all the time.
Roblox is most of it, but I take C++, Python, and Java work too. If it's an interesting build, I'm in.
Send me the idea, even if it's rough. I'll tell you straight if I can help and how I'd build it.