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.
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.
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.
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.
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.

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.

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.

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