400M+ plays on Fishing Simulator. I build for CCU spikes, live economies, and rollback paths—not prototype scale.
StarVSK — Roblox Engineer
StarVSK
Roblox Gameplay EngineerSoftware Engineer
Greater Northern MN · CST
Live Roblox at studio scale—and I help off-platform teams translate engine patterns, adopt best practices fast, and skip the painful ramp.
How I ship on Roblox
Production engineering for Roblox-native and off-platform studios.
JARF compounds sprint velocity. One stack for Blink networking, ReactLua UI, and ECS—reused across four production genres.
Server authority on every multiplayer system. When validation lags behind prediction, exploits ship as features.
Live-ops tooling under peak load. Signed APIs and ops consoles decide how fast you patch what breaks in production.
Off-platform teams welcome. I map Unity, Unreal, and Godot patterns to Roblox—authority, replication, and live-ops without a six-month ramp.
Cloud Entertainment live-service, Roblox platform events, and UGC studio partners across contract and employment work.
Shipped at scale.
Frameworks · live-service · tooling.
JARF
ReactLua tooling, ECS & custom physics — ARPG, survivors, find-the & physics-match titles
GenPBR
Deterministic PBR engine, secure API & enterprise integrations. No AI.
PBR maps
Base
Normal
Roughness
Metallic
AO
HeightLive Game Services
Cloud Entertainment, employed work & solo titles — 400M+ plays
0
0
9

Bobble Ball
Most recent

Fishing Simulator
400M+ plays

Civilization Survival Empire
Co-built

Meow Simulator
Sprints

Shoot Wall Simulator
Sprints

Zombie Survival
7M+ plays
Studio Tooling
Asset pipelines, live-ops backends & economy admin
UI_IconInventory
QueuedSFX_ClickSoft
QueuedChar_HeroMesh
QueuedEnv_TreeCluster
QueuedActive
0
Done
0
Queue
0%
JARF in production, 400M+ plays at Cloud Entertainment, Studio Vault pipelines, and live-ops backends—built for Roblox teams shipping under real CCU.
View all work →Live reach
across titles.
Nine Roblox experiences aggregated in real time—total visits, concurrent players, and what's playing right now across the portfolio.
Proof from production
How I work on live titles
Design for live load first
Fishing Simulator, Meow Simulator, and portfolio titles all hit unpredictable CCU—mobile clients, economy pressure, and platform events like The Games. I profile replication budgets and hot paths early so systems degrade gracefully instead of collapsing under peak load.
Frameworks over one-offs
Combat loops, economies, and dev panels repeat across genres. JARF—ReactLua Interface, Blink networking, ECS, Rodux—bootstraps ARPG, survivors, find-the, and physics-match titles from one stack so each sprint compounds instead of resetting.
Tooling is velocity
Studio Vault batch uploads, signed live-ops APIs, and economy moderation dashboards kept Cloud Entertainment and contract teams shipping through spikes. I build the ops layer that lets gameplay engineers fix live issues without blocking on Studio exports.
Ship, measure, tune
Live-service means telemetry-driven iteration. I instrument gameplay loops, watch funnel and retention signals, and tune balance with data—then ship the patch before the exploit meta settles in.
Off-platform to Roblox
Teams from Unity, Unreal, or Godot don't need a long discovery phase. I translate replication, authority, UI state, and pipeline patterns into Roblox idioms so you ship with production habits from sprint one.
Luau combat, progression, physics, and encounter systems—shipped on Fishing Simulator and solo portfolio titles
Roblox-native or off-platform?
Full history—Cloud Entertainment, nine live titles, and experience ramping teams on Roblox production practices. Print-friendly; save as PDF from your browser.
View résuméLet's ship
your next title.
Gameplay and live-service work for Roblox-native and off-platform studios—ramping new teams, mapping Unity or Unreal patterns into Roblox, or shipping under real CCU. Contract sprints or longer engagements. Based in Greater Northern MN · CST, remote worldwide.





