(BUSY) Fullstack Roblox Developer | Scripting [3+ years experience]

Introduction

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Hello everyone!
My name is Danyil, and I’m a Ukrainian Fullstack Roblox developer with a several years of experience — mostly spent experimenting, failing, rebuilding, and finally learning how to build games I actually want to play.

I started scripting because I couldn’t find the type of Roblox games I enjoyed — so I made them. Over time, I moved from random prototypes to systems-focused development: inventory systems, scalable UIs, PvE combat logic, tycoon games mechanics, and more.
My goal has always been the same:
Build clean, optimized games with strong systems and tight feedback loops.

And maybe — if I get it right — others will enjoy them as much as I do.

About Me

I began my Roblox development journey in 2016, starting — like many — by dragging toolbox models into my games and learning by doing. I knew nothing about coding or systems back then, but I was determined to create games I’d actually want to play…

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After two years of experimenting with builds and mechanics, I made the jump into scripting and 3D modeling, and everything changed.

My first real attempt was a survival game called Sailing, where players traveled on rafts, scavenged islands, and tried to survive. While the idea had potential, the execution was hampered by inexperience — the codebase was full of spaghetti logic, and the project was eventually shelved. But I learned hard lessons about scope, structure, and the importance of planning.

Next came Factories — a logistics/resource-management game inspired by Factorio. I implemented a procedural terrain generator and started exploring what I call “mechanical atmosphere” — immersive environments that reinforce gameplay logic.

This evolved into a short experimental project called Testing Atmosphere Horror Things, where I focused on tone, lighting, and environmental tension over mechanics.

In 2020, I wokred on Destination, a PvP survival game focused on looting, crafting, and fighting for resources.

That same year, I founded my group Dudes Entertainment and produced a series of demos — one set in a distant sci-fi future, and another inspired by Dune (Frank Herbert), exploring faction conflict and survival on a desert world.

In 2021, I joined DropBlox Studio as a UI/UX and gameplay scripter. I delivered high-quality code on schedule and contributed heavily to in-game systems. Unfortunately, the game struggled to find its audience and was shut down. Afterward, I paused development due to university obligations and the difficult situation in my country.

In 2024, I returned to development as Lead Developer at SunBlox Studio, where I worked on multiple fullstack systems:

  • Morphing and ability systems (fly, shoot, attack)
  • Combat logic (hit detection, animation syncing)
  • Tycoon progression (economic loops, unlocking, datastore persistence)
  • Pet systems similar to PETS GO!
  • UI scripting and gameplay polishing

I worked with Knit as the core framework, along with RbxUtils, Promise, ProfileService, and several other third-party modules.

Right now, I’m building my own game — but I’m also looking to expand my network, gain new experience, and collaborate with talented people across the Roblox ecosystem.

I am open to work with you as:

  • :brain: Scripting / Systems Engineering
  • :artist_palette: UI Implementation
  • :brick: 3D Modeling
  • :toolbox: Animation / Building / Project Management (learning-friendly)

If you’re building something that pushes gameplay, systems, or design — I’m interested.

Experience

I have more than 3 years of experience in making games on Roblox + 1.5 years of commercial experience.

:pushpin: Developing personal projects/games in Roblox - Jan 2025 - Now.

:pushpin: Lead Programmer at Super Horror Tycoon SunBlox Studio - Feb 2024 - Dec 2024

  • Designed and shipped tycoon core gameplay loop (income, upgrades, rebirths)
  • Built combat systems: attack, animation syncing, collision, abilities
  • Created pet & character morphing systems
  • Core animations both for character and buildings
  • Scripting particle effects

:pushpin:DropBlox Studio – Gameplay & UI Developer (Mar 2021 – May 2021)

  • Built interactive UI components and player input handling
  • Delivered gameplay scripts on schedule with clean architecture
  • Collaborated with designers to implement feedback loops and mechanics

:pushpin: Studying at university Sep 2020 - June 2024.

  • Got bachelor degree in Software Engineering

:pushpin:Developing personal projects, get to know the systems, how scripting/building works along with the engine - 2017 - 2020

My projects overview

The game I am currently making (2025 - Now)

I can’t tell much about it right now, but can highlight some of the details of what I am working with.

What was built:

  • Inventory system for managing treasures that players are collecting on the map.
  • Static environment with traps, endangering the gameplay for players.
  • Treasures collecting mechanic.
  • Day’n’Night cycle.
  • Traveling system using boats.
  • Stylized visually appealing style.

Media:

📸Showcase



Reflection:
In this project I am focused in combining the usage of AI tools and manual assets creation, while managing to write almost all the code with the usage of AI agents. The main goal of that project is to research and understand the possibility of using AI in game development while still managing to create a decent looking and playable game.

Model Tween module (2024)

Helpful module for animating models with different behavior, mostly for scaling and moving them around.

What was built:

  • Moving and scaling models using RunService alongside with the TweenService to support different tweening behaviors.
  • Tweening model while locking it’s position to certain part.
  • Usage of Promise and Trove for handling complex behavior and automatic cleanup.
  • Typechecking for avoiding possible errors.

Reflection:
Small utility module that helped me to achieve some complex animations that I was aiming for.

Factories (InDev) (2018 / Fullstack Developer)

“Factories is about building own factories, mining resources, crafting and automation. The game is originally inspired by Factorio.”

What was built:

  • Procedural terrain generation with patches of resources.
  • Inventory system for managing players’ items.
  • Crafting system with queue like in Factorio.
  • Transferable electricity system with electric poles.
  • Craftable buildings.
  • Storage system, working furnaces.
  • Item transferring system (wasn’t fully finished).

Media:

📸Showcase



Reflection:
This project is not really at the any finished state, had some flaws, but enriched my understanding of graphs and how to better manage states in the dynamic system.

Sailing :sailboat: (2018 / Fullstack Developer)

“Sailing” — sea-styled adventure game. Hit play to start unforgettable adventure. Gather, craft, build and destroy - this is just the basic things to do.

What was built:

  • Inventory system for managing players’ items.
  • Boats and rafts to travel across map.
  • Gatherable and pickable resources across islands.
  • Money system wired to DataStore, with donation system to unlock inventory slots.
  • Unique event, that could be triggered when gathered all of three crystals.
  • Player stamina system, hunger and thirst bar.
  • Building and crafting system, like in game Stranded 2.
  • Creatures — moving animals and monsters.

Media:

📸Showcase

Here is a game trailer!



Reflection:
This was really fun to make, following how the project grows is really enjoyable process for me. I wasn’t really skilled scripter at a time, but made pretty good mechanics and features even with my basic knowledge at a time, which still feels playable at least.

I didn’t plan this project well, mostly because I was unskilled at this. This is the main reason why it failed to become polished.

Roblox Tech Stack

Category Tools
Languages Luau, Lua
Frameworks Knit, Promise, RbxUtils, t (typechecker)
Data ProfileService, ReplicaService, DataStore2,
Tools Git, Notion, Blender (low poly + stylized), Roblox Studio, VS Code + Rojo + Wally

Showcase

In-game Screenshots Destination — Starting screen with custom low-poly forest + UI panel Test Place — Lighting + fog ambience experiments Alien Shooter Lobby — Early environment pass with color grading
3D models









Compositions and buildings






Availability

:small_blue_diamond: Available for full-time, part-time, or contract work.
:small_blue_diamond: Timezone – UTC+2, flexible with global teams.
:small_blue_diamond: Payment – Robux, PayPal.

:closed_mailbox_with_raised_flag: Let’s Connect :closed_mailbox_with_raised_flag:

Discord: dnlsdv
Email: not available till the end of November
Artworks Portfolio: https://danilasadev.artstation.com/

Thanks for reading! :smiley::smiley::smiley:

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UPDATE! Added project description section and more screenshots to the general showcase.

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Update! Did a review of several sections and added more projects description.

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sent you a friend request on discord interested if available

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