About Me
Hello everyone! I’m a gameplay & systems programmer, specializing in scalable architectures, maintainable codebases, and performant gameplay systems.
I emphasize mainly on modular design and ensure all systems remain extendable, even as projects increase in scale. The importance of clear abstractions, server-authoritative design, reusable elements, and clear organization drives my work to ensure project longevity and functionality.
I generally work with object-oriented principles, Promise-based async patterns, and reactive programming when appropriate. Most of my work revolves around gameplay systems, combat frameworks, UI architecture, networking, and technical game infrastructure.
My introduction to programming was when I decided to make a simple horror game with flickering lights and atmospheric effects in 2019. I didn’t know anything about scripting or game architecture then, and the project didn’t really take off; however, it was the point where I became curious to learn about what happens when games actually run.
A couple years later I joined a friend who was developing a game in my role as programmer. It was never released, but the development experience alone was more than enough to make me pursue game development more formally. That was the first time I actually enjoyed problem solving and organizing systems.
In 2023, I began to work on my own horror game. I had spent the majority of my time just building houses and apartments for the world. Once my map was somewhat finalized, I decided to take time off to properly focus on learning Luau. From then on, I completely dropped building to become a full-time programmer focusing mostly on scalable gameplay systems, architecture patterns, code structuring, and developing maintainable systems for larger projects.
What I Offer
I mainly focus on building scalable, maintainable and clean gameplay systems. My design approach to writing scripts emphasizes long-term growth by implementing Single Script Architecture, Modular Design, DRY, SOLID, and similar principles. Moreover, I communicate clearly and am easy to work with when collaborating with teammates, while remaining professional and focused when necessary.
I can dedicate 6-8 hours daily to a project.
What You Can Expect
- Scalable system architecture
- Object-Oriented Programming (OOP)
- Promise-based asynchronous workflows
- Server-authoritative networking
- Modular and maintainable codebases
- Strong debugging and problem-solving skills
- Team-oriented development practices
- State Machines
- Remote Sanitization
- Anti-Exploit Design
Technical Skills
Throughout my development journey, I’ve worked on a wide range of gameplay and technical systems, whether for personal portfolio projects or commissions, allowing me to become comfortable with both gameplay implementation and underlying architecture.
Core Competencies
- Luau Programming
- Object-Oriented Design
- Client-Server Networking
- Gameplay Systems
- Combat Systems
- Building Systems
- Inventory Systems
- UI Architecture
- AI & Pathfinding
- Performance Optimization
- Debugging & Refactoring
Technologies & Libraries
- Knit
- Fusion
- Promise
- Trove
- ProfileStore
- Signal
Featured Systems
A few systems which were developed by me to provide a good representation of my skills as a developer, to help me as the projects grew in size and complexity, and the way I structure architecture. These systems are focused on reusability, maintainability and scalability of a clean system abstraction. Reflecting how I may approach development in larger productions.
These are tools and frameworks I actively use throughout my projects to improve development speed, maintainability, and code quality while following DRY and SOLID principles.
PathfindingModule
Advanced OOP-driven pathfinding framework integrating Promise-based asynchronous execution and Fusion-powered reactive updates. Supports dynamic environments, runtime recalculation, and clean abstraction layers for scalable AI navigation systems.
Showcase: PathfindingModule | State-Driven AI Movement System
AnimationSystemService
Structured animation lifecycle management system responsible for animation registration, playback, synchronization, cleanup, and state tracking. Integrates Promise-based flow control and logging abstractions to ensure predictable and maintainable animation behavior across gameplay systems.
DevForum Post: Coming Soon
CustomActionService
Flexible action abstraction framework designed to handle player and system-triggered inputs through extensible action pipelines. Allows new behaviors and interactions to be integrated without modifying core logic, improving scalability and maintainability.
Showcase: A Modular Tool-Based Input System -- CustomActionService (CAS)
Inventory & Crafting System
Developed a modular inventory architecture with structured item replication, state synchronization, drag-and-drop interaction handling, hotbar support, and scalable UI integration. Alongside an easily configurable crafting mechanism, designed to support extensible item behaviors and secure server-side validation.
Showcase: Inventory & Crafting System | Play on Roblox
UFO Flight System
Built a physics-driven UFO movement system featuring smooth directional control, acceleration handling, responsive camera with smoothness, and client prediction with server reconciliation for fluid multiplayer flight behavior. I’ve really enjoyed working on this project as setting up the smooth camera rotation alongside movement is really satisfactory.
Showcase: UFO system | Play on Roblox
Super Smash Bros Camera System
Implemented a dynamic multiplayer camera system inspired by Super Smash Bros, featuring multi-target framing, adaptive zoom calculation, smooth interpolation, and boundary-aware camera positioning for responsive gameplay visibility. A particularly interesting project due to the challenges involved in creating a responsive multiplayer camera that adapts dynamically to multiple players.
Showcase: Smashbro's Camera System | Play on Roblox | https://youtu.be/xi6MTzDRyJg
Movement System
Originally made for my fighting game, this version features an updated version of the one present in the fighting game. In both versions, the system possesses; Directional character leaning & movement, rolling mechanism, animation syncing, and state management.
Showcase: Movement System | Play on Roblox | https://www.youtube.com/watch?v=jLNsd6D3888
Building System
Created a modular grid and snapping-based building framework supporting intelligent placement validation, rotational alignment, adjacency snapping, and real-time placement previews. Designed for extensibility and responsive user interaction.
Showcase: Building System | Play on Roblox | https://youtu.be/xL_j85Vrujc
Gun System
Made a modular highly configurable gun operation system from the ground up, featuring 3d viewmodels, animation syncing & state handling through a dedicated state-machine. Uses Knit, Promise and custom-made systems to properly integrate everything.
Showcase: https://www.roblox.com/games/76061884588473 | https://youtu.be/EljKiRL2mCg | https://youtu.be/c4NHJOG9ciw
Games & Contributions
Below are projects I have contributed to or developed, showcasing the application of the systems and programming practices mentioned above.
For those interested in implementation details, my portfolio website contains additional showcases, development breakdowns, architecture examples, and code samples.
Morphing Game Commission
Built a morphing system for a commission. With randomized spawning rates, placement and zones configuration. The game’s main objective is to go around the map collecting “Morphs” to later transform your character into them.
Showcase: Morph Game Commission | Play on Roblox | https://youtu.be/EnXn2jkldKs
Pet Simulator Game
Developed a scalable pet framework with modular handling of pet data, equipping, progression, and stat calculation. Architected for extensibility, allowing new pet behaviors, upgrades, and mechanics to be integrated cleanly while maintaining secure client-server separation.
Showcase: Example Simulator | Play on Roblox | https://www.youtube.com/watch?v=9wWghK5MqVg
Tower Defense Simulator Game
Implemented core tower defense systems including enemy pathfinding, wave orchestration, tower targeting logic, combat interactions, and server-authoritative entity handling. Focused heavily on scalability and performance optimization for large numbers of concurrent entities. It also features an initial lobby system, which teleports you to the main game.
Showcase: TDS game | Play on Roblox
Fighting Game
Designed and implemented structured combat architecture featuring modular abilities, hit detection, animation integration, cooldown handling, and character-specific combat logic. Built using OOP principles to maximize reusability and maintainability across multiple fighters and movesets. Also features a custom loading screen with stats tracking.
Showcase: https://youtu.be/WZkR0ZI_XA8 | https://www.roblox.com/games/77481824973407
Steal a Brainrot Game
Developed gameplay systems centered around dynamic player interaction, state-driven gameplay flow, and responsive event handling. Emphasized secure server validation and anti-exploit practices to maintain gameplay integrity in highly interactive scenarios.
Showcase: | https://www.youtube.com/watch?v=2-HFVGIbuNQ https://youtu.be/dWAj-tryIdI
Murder Mystery 2 Style Game
Created round-based gameplay architecture including matchmaking, role assignment, game-state transitions, elimination handling, and win-condition resolution. Focused on predictable state management and secure replication between client and server.
Showcase: Mm2 Game | Play on Roblox | https://www.youtube.com/watch?v=tMHtv73NOBM
Prison Life Style Game
Built modular team and progression systems including role management, inventories, tool distribution, criminal interaction mechanics, robbery functionality, and gameplay progression handling. Designed for extensibility, allowing rapid expansion of gameplay systems and features.
Showcase: PrisonLife style game | Play on Roblox
Availability
I am currently available for both short-term and long-term opportunities.
Details
- Timezone: GMT-3 (Brazil)
- Long-Term Projects: Yes
- Short-Term Projects: Yes
- Contract Work: Yes
- Team Projects: Yes
Contact
Would you like to work together or discuss a project?
Please don’t hesitate to contact me using one of the methods below. I tend to respond quickly and am always eager to discuss new projects, collaborations, and technical challenges.
Contact Information
- Discord: brickcolour
- Portfolio Website (Code Samples & Technical Breakdowns) PortfolioSite







