SiriusLatte | Software Engineer For Hire
Hello, I’m @SiriusLatte, also known as Sharky. I’m a software engineer focused on Roblox development, with experience spanning gameplay systems, internal frameworks, tooling, deployment infrastructure, UI engineering, and performance-sensitive architecture. Over the last few years, my work has shifted from generalist creative work toward leading engineering efforts and building maintainable systems for teams and long-term products.
I work primarily with Luau, roblox-ts, TypeScript, and developer tooling around the Roblox ecosystem. I also bring prior experience in 3D art and UI/visual design, which helps when collaborating across disciplines, but software engineering is now the core of what I offer professionally.
Recent Experience
The experience below is listed from most recent to oldest.
Lithos | Maintainer
Link: GitHub - siriuslatte/lithos: IaC for the modern Roblox developer. · GitHub
I maintain Lithos, a deployment tool that lets teams describe an entire Roblox experience in a single YAML file and deploy that description from the terminal or from CI. It covers places, badges, developer products, game passes, thumbnails, social links, notifications, and related experience configuration, allowing teams to manage releases without relying on manual Creator Dashboard changes.
My work on Lithos focuses on making Roblox deployment safer, more predictable, and more operationally mature. Lithos plans changes before applying them, shows create/update/delete previews with field-level summaries for risky operations, warns explicitly on destructive actions, runs preflight checks for common Open Cloud and configuration failures, verifies persisted state against live Roblox state, keeps rollback checkpoints with apply journals, supports multi-place experiences, and allows state to be stored either locally or in remote backends such as S3 and Google Cloud Storage.
Anime Overload | Lead Software Engineer
Link: Anime Overload! | Play on Roblox
On Anime Overload, I took a leadership role in a Luau-based production environment and was responsible for guiding the broader engineering process from planning and timeline management to implementation. A major part of my work was leading a large-scale refactor of the codebase to improve scalability and long-term maintainability, while also designing a framework now used extensively across the project and heavily inspired by Flamework.
My direct implementation work included core gameplay systems such as matchmaking and expeditions, as well as backend systems supporting the game’s stage flow. This role significantly expanded my experience in advanced Luau debugging, microprofiler-based performance analysis, memory management, data-heavy systems, and scalable architecture. Our workflow also relied on Rojo, Lune, and GitHub to keep development structured and efficient.
Pranksters | Software Engineer
Link: Pranksters! - Party Game | Play on Roblox
On Pranksters, I contributed to the matchmaking system, camera movement, and UI/UX. The project was built fully with roblox-ts, with React and Reflex used for the interface layer, which gave me hands-on experience building gameplay-facing systems in a strongly structured TypeScript workflow.
This work deepened my understanding of multiplayer game design, player-facing flow, iteration within a team environment, and the practical application of the software development life cycle in a production game.
Scribe | Maintainer
Scribe is a scripting language designed for defining quests and tasks inside a game environment. Its goal is to reduce the communication gap between programmers and level designers by providing syntax that reads close to natural English while still offering a clear interface to the runtime. The repository includes examples of the language in use.
My work on Scribe reflects a broader interest of mine in tooling and developer experience: building systems that make complex content authoring easier, safer, and more maintainable for multidisciplinary teams.
Tina | Collaborator
On Tina, I contributed to a framework intended to streamline game development both within and beyond Roblox. Tina addressed common engineering problems such as server-client state replication, ECS-style components, event systems, interface-driven client-server interaction, and other foundational architecture concerns.
My contributions included leadership and implementation work across the Conditions system, Audience system, Networking API, User abstraction, and a performant data-saving abstraction, alongside other core framework components. This project sharpened my understanding of reusable architecture, framework design, and cross-cutting systems that support entire game teams.
What I Can Help With
- Luau architecture and large-scale codebase organization
- roblox-ts and TypeScript development
- Gameplay systems, matchmaking, and multiplayer flow
- Tooling, automation, and CI-driven workflows
- Networking, replication, and data-oriented systems
- Performance analysis, profiling, and optimization
- UI engineering and developer-facing abstractions
Payment
I only accept USD payments. I’m open to commissions, ongoing contract work, and longer-term collaborations depending on scope, timeline, and team needs. Revenue share is not my default model and is only something I will consider for already established games.
Contact Information
The fastest way to reach me is through Discord.
- DevForum: @SiriusLatte
- Discord: siriuslatte
- Twitter / X: https://twitter.com/_sharkyboy
- Email: sharkyboy.business@gmail.com
If you need help with a Roblox project that requires strong engineering, maintainable systems, or better tooling, feel free to reach out.















