DIRECTORY_V2.0.5

/ Projects

Categorized by technical focus. Software systems are separated from Roblox development.

// PRODUCTION_LOG
LIVE
Quantify All-Round Developer
1.7M+ REACH
LUA U
LIVE OPS

Sole maintainer; handling all live updates, database migrations from corrupted ProfileService versions, and competitive balancing.

// PRODUCTION_LOG WIP
Out of Bounds Contributing Scripter

Fast-paced competitive PVP title focused on high-mobility combat.

Integrated Matchmaking: Engineered a custom queue system featuring advanced logic validation to handle seamless player transitions.

Party & Safety Sync: Developed a unified Party system that bridges directly into the Friendly Fire protection pipeline to ensure team integrity.

Collision Logic: Optimized high-performance hitbox detection utilizing GetPartsInPart/GetPartBoundsInBox for frame-accurate spatial queries.

// TECHNICAL_SHOWCASE FPS ENGINE
Competitive FPS Framework Focus: Combat Systems & Hit Registration

Gunplay Engine: High-fidelity shooting mechanics featuring frame-accurate hit registration, movement states (crouching), and custom VFX.

Directional Interaction: Engineered custom door logic utilizing dot product math to ensure doors dynamically swing away from the player's position.

System Scope: Integrated into a modular backend featuring a complete round-based loop and ability framework.

// TECHNICAL_SHOWCASE CINEMATIC
Ulquiorra Resurrection Focus: Technical Scripting & Camera Logic

Disclaimer: Scripted all camera CFrames, FOV interpolation, and functional ability logic. (VFX provided by collaborator).

Sync Engine: Hand-coded timing for VFX/SFX triggers via Animation Events.

Cinematics: Procedural impact frames and dynamic FOV shifting for high-impact combat feedback.

// TECHNICAL_SHOWCASE ARCHIVE
Demon Dagger Tech Focus: Procedural Assembly

Procedural System: Blade fragments dynamically scatter and reassemble using vector-based positioning and interpolation.

Formation Logic: Real-time convergence system aligns fragments into a functional weapon with consistent orientation.

Design Goal: Explores modular weapon construction through math-driven animation and spatial control.

// TECHNICAL_SHOWCASE ARCHIVE
RPG Combat Framework Focus: Systems Architecture

Core Systems: Modular backend covering combat, inventory management, race functionality, and persistent data handling.

State & Movement: Custom state machine paired with basic movement systems including ledge grabbing and traversal logic.

Architecture: Organized, scalable structure designed for clean expansion across UI, abilities, and gameplay systems.

// TECHNICAL_SHOWCASE ARCHIVE
Tower Defense Project Focus: Modular Data Management

Data Framework: Modular DataStore architecture supporting persistent player progression and scalable data handling.

Unit System: Dynamic unit stats with layered substats and upgrade paths.

Backend Scope: Designed for extensibility across waves, units, and long-term progression systems.

// TECHNICAL_SHOWCASE ARCHIVE
Shadow Step Tech Focus: Iframe Logic & Motion

Movement System: High-speed dash mechanic with precise positional control and directional input handling.

Iframe Logic: Temporary invulnerability frames integrated into movement for responsive combat interactions.

Visual Feedback: Procedural after-images and motion trails to enhance perceived speed and impact.