Combat System
Auto-attack loop with strategic abilities, combo chains, and server-validated hits.
Auto-attack loop with strategic abilities, combo chains, and server-validated hits.
Drag & drop with sorting, tooltips, rarity coloring. Mobile-first, fully animated.
ProfileStore save/load with session locking, auto-save, and retry logic.
State machines with aggro, leashing, patrol routes, and crowd-safe pathfinding.
Phase-based encounters with telegraphed AOEs, enrage timers, and group scaling.
NPC dialogue trees, reward popups, and progression chains with a clean tracker.
Every system I ship uses --!strict types, server-side validation, and a consistent Controller/Service pattern.
The client sends intent. The server decides what's real. No trust, no exploits, no surprises in production.
Eight years, one save file, no respawns. Scroll right to watch the levels roll by. ▸
Opened Roblox Studio for the first time. Built a gloriously broken zombie survival in three months. Never logged off.
Published originals with 100K+ visits. Learned the hard way that DataStores aren't magic and players find every exploit.
Combat frameworks, UI, and data backends for a rotating roster of clients. Shipped updates, fixed fires, slept when the tests passed.
Built Realm of Legends alone. A full WoW-style mobile MMO: 60 levels, 4 classes, 3 dungeons, world bosses, guilds, auction house.
Shipping systems for games you probably open every day. Combat, live events, and backend at scale, on some of the biggest experiences on the platform.
This level hasn't loaded yet. Press start on your build and let's co-op it.
▸ Press startI take on commissions, collaborations, and retainer work. Usually reply within 24 hours. Sometimes 24 seconds.