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
I ship live Roblox systems at studio scale—400M+ plays on Fishing Simulator, JARF across four genres, and nine live portfolio titles.
How I ship on Roblox
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.
Nine live titles in portfolio. Shipped beats shelved—players never touch architecture that never launches.
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.
Luau combat, progression, physics, and encounter systems—shipped on Fishing Simulator and solo portfolio titles
Trusted in production
Studio leads and partners on live-service delivery at Cloud Entertainment, framework adoption, and contract sprints.
Consistently delivers under live-service pressure—features land clean, rollback paths are thought through, and the codebase stays maintainable when concurrency spikes.
Brought server-authoritative physics and deterministic replay to a tight sprint timeline. Communication was direct, architecture was solid, and players noticed the polish.
The framework work paid for itself within the first milestone—networking, UI, and state patterns were already solved, so the team focused on what made the game unique.
Hiring for live-service Roblox?
Full employment history—Cloud Entertainment, JARF framework across four genres, and nine live portfolio titles. Print-friendly; save as PDF from your browser.
View résuméLet's ship
your next title.
Open to Roblox gameplay engineering, live-service systems, and studio pipeline work—contract sprints or longer engagements. Based in Greater Northern MN · CST, remote worldwide.





