Gameplay Systems Engineer

Systems-first engineering for scalable game experiences.

I design and build server-authoritative gameplay systems, scalable backend architecture, and production-quality Luau infrastructure. I think in subsystems, optimize by instinct, and ship code that holds under pressure.

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Core Expertise

What I build and how I think

My work lives at the intersection of gameplay engineering and systems architecture. I decompose problems into interacting subsystems and build infrastructure that holds at scale.

01

Gameplay Systems

State-machine-driven flows, ECS patterns, object pooling, tick/update loop design, and client/server synchronization built for real player load.

02

Server Architecture

Strict server-authoritative networking, replication systems, latency correction, and orchestration layers that keep the server as the single source of truth.

03

Performance Engineering

Spatial logic, memory optimization, async patterns, and a natural instinct for finding bottlenecks before they surface in production.

Technical Stack

Typed Luau Server-Authoritative Networking State Machines Modular Architecture Object Pooling Replication Systems ECS Concepts Async / Promises OOP & Constructors Gameplay Orchestration Raycasting & Spatial Logic Performance Optimization DSA Fundamentals Client/Server Sync FastAPI Python

Project Showcase

Systems built in production

Real gameplay systems with engineering context. Each project demonstrates architectural decisions made under actual constraints.

Chunk System Prototype

Server-client chunk system built on strict server authority. The server generates random noise-based chunk data and sends it to the client; the client reconstructs the visual world from pre-built models using an object pool, keeping memory overhead flat regardless of world size.

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Plot Saving with AI Entities

A prototype of a plot-driven game where player has their own brainrots with random dialogue pop-ups.

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Gun System

This is a modular gun system that uses a bezier curve for the projectiles and optimizes performance for scaled use through approximating the curve into 2 raycasts instead of lines from the curve segments.

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