Preload/Roblox Developer
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Roblox / Luau Developer

Building the complex systems most developers avoid.

Seven years of production Luau. The systems other developers hand back — IK rigs, server-authoritative combat, custom networking, secure data pipelines — built properly, the first time.

Experience 07 Years
Combined Visits 500m+
Stack Luau · TruWorks
Status Commission / Retainer

Clean architecture. Tight code. Systems built to last.

I've been writing Luau since 2018. The work I take on sits at the harder end — physics simulations, IK rigs, server-authoritative combat, exploit-resistant data pipelines. The kind of system that has to be right the first time, because rewriting it costs the project months.

I work inside a framework discipline — Managers / Controllers, packet-based networking, type annotations everywhere — and keep code legible for the next person who reads it. Optimised, organised, and documented through structure rather than comment noise.

The games I've worked on have crossed 500 million combined visits and peaked at 75,000+ concurrent players across experiences. Built on the same architecture and patterns I bring to every project.

07yrs
Active Development
75k+
Peak Concurrent
500m+
Combined Visits
Stack
Luau
Strict typing throughout. PascalCase, full words, no comment noise — structure over annotation.
TruWorks
Framework backbone — Managers / Controllers split, utility kit across Camera, Player, Processing, UI, Workspace.
Packet
Typed networking layer. Bandwidth-efficient packets with response support for invoke patterns.
DataManager
Profile lifecycle, session locks, global updates, encrypted strings, admin overrides, ProcessReceipt pipeline.
Pulse
Signal layer for event-driven flow between systems. Tight, predictable, no leaked connections.

Systems built across commissioned and personal projects.

001

Procedural Spider Entity

A fully procedural spider built from scratch. FABRIK-style inverse kinematics for natural leg placement, physics-driven knockback, tilt-spring system reacting to terrain, and CollectionService tag-based raycast filtering.

IK Physics FABRIK CollectionService
002

Physics-Based Carry System

Server-authoritative pickup and carry using AlignPosition and AlignOrientation constraints, custom IK control for the carry pose, and network ownership transfers handled through the Packet layer.

Constraints Server Auth Network Ownership
003

Framework Architecture

Production-grade framework discipline built on TruWorks — strict Managers / Controllers separation, Packet networking with typed responses, Pulse signal layer, and a full Luau type system that catches errors before they ship.

TruWorks Packet Pulse Typed Luau
Framework Architecture
004

Data Management Pipeline

Profile lifecycle, session locks, global updates, encrypted storage with TruEncode, admin overrides for cross-profile loading, and a ProcessReceipt pipeline — built to be reliable under real player load.

DataStore Profile Session Lock Encrypted
Data Pipeline
005

Complex Game Loops

End-to-end game loops covering progression, economy tiers, persistence, and unlock gates. Built around data-driven content so adding new systems doesn't mean rewriting loop code.

Progression Economy Data-Driven
Game Loops
006

Hitbox & Magnitude Systems

Server-validated hit detection with optimised debug visualisation. Magnitude-based and spatial-query hitboxes, directional knockback, and validation patterns that close off exploit vectors.

Hitbox Magnitude Server Validation Anti-Exploit
007

Modular Minigame Systems

Drop-in minigame architecture — each module conforms to a shared lifecycle (Start, Update, Cleanup) and registers itself with the rotation. Adding a new minigame is one file, not a refactor.

Modular Lifecycle Round Systems
Also Comfortable With
Secure server architecture and exploit-resistant validation patterns
Complex UI work — state management, polished animations, ProgressBars, Beams
Spring physics, Bezier paths, custom motion primitives
CFrame mathematics, network ownership, framerate-independent motion
Metatables, coroutines, signal patterns, Trove / Promise / Option
Custom packet layers and typed server-client communication

Shipped games with real player counts.

Ready to ship something serious?

Available for commissions and retainer engagements. Single systems, full game architecture, ongoing support — if it's serious Luau work, it's worth a conversation. I only take on work I can do properly.

Reach me at PreloadBusiness@outlook.com

Terms of Use · Intellectual Property

All proprietary systems delivered as part of commissioned work — including TruWorks, Packet, DataManager, Pulse, and all supporting modules — remain the intellectual property of Preload. Not open-source. Licensed to the delivered project only. No copying, reselling, or redistributing outside the agreed scope without written permission.