Available for hire
Server-authoritative game systems, built to spec.
I write the systems your server runs on — jobs, economies, NPC behaviour, data persistence, anti-exploit validation — for FiveM, Roblox and Minecraft.
Lead developer on an unreleased roguelite for a studio (under NDA) · 8 systems on this site, all open source under MIT · 3 of them playable on Roblox
No job too small, no contract too long. Tell me the format that works for your team.
Mon–Sat, 09:00–19:00 UTC-3 (Brazil) · flexible around your timezone
Engines
FiveM
Lua, ESX and QBCore, NUI, oxmysql
Roblox
Luau, Rojo, DataStore, server-authoritative design
Minecraft
Java, Spigot / Paper
Also comfortable in: Garry's Mod (GLua), Unity (C#)
How I work
Scope
You describe the system. I ask the questions that surface the edge cases before they become bugs.
Quote
Fixed price per task, or hourly for ongoing work. Quoted within 24 hours.
Milestones
Payment in stages, each tied to something you can test. Never full payment upfront.
Handover
Source code, install instructions, and a repository you own. No obfuscation, no phone-home.
Selected work
A server-authoritative Roblox shop and inventory system: schema-validated DataStore persistence that recovers from a corrupted or outdated save, automatic retry with backoff, and per-player purchase rate limiting.
A server-authoritative Roblox tycoon: atomic plot claiming, a single server-driven income loop, and DataStore persistence that survives a mid-session failure — no client-side script decides what a player owns or can afford.
A server-driven round state machine for a 1-vs-many game: players wait in a lobby, get moved to an arena built entirely by code, win by killing a target, and are returned to intermission. Late joiners and respawns are routed into the live round instead of being stranded. Built in a day as a studio trial.
See all work →