LuaU
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Software Engineer
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8+ Years
Game Development
1+ Years
Freelance Engineer
Studying for B.S. in Computer Science and Systems, B.S. in Computer Engineering - University of Washington Tacoma
A.A. of Science - Pierce Community College
Computer Engineering and Computer Science student at the University of Washington Tacoma with a strong command of programming languages and ecosystems. Capable of coding in a variety of languages, being most versed in c-based such as Java, C#, Lua, C++, C, and has experience with many software engineering ecosystems. Has 8 years of experience outside of the classroom problem-solving for both personal projects and commissioned ones. A professional with a passion for full-stack computing and solving complex problems.
I am ready and willing to apply myself at 110% whenever applicable.
Let's build something innovative together!
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A Octree-based Object-Oriented Programming Voxel Destruction system designed for Roblox games that is capable of turning a prebuilt map into a fully destructible environment. Allows users to create hitboxes of various shapes and sizes that will subdivide rectangular meshes within to create the illusion of destruction. Server handles the subdivisions and clients handle the physics of the debris.
A robust building system for players designed for Roblox games. Contains many features designed to expedite the process of building a custom map, and has modular multi-platform support. Features include keyboard shortcuts, copy, pasting, duplicating, locking, deleting, saving and loading builds, and 9 modes total for transformations alone, with 3 modes going for translating objects, 3 for resizing objects, and 3 for rotating objects.
A powerful backend transaction management system designed for Roblox games. Allows for users to buy in-game items for themself or other players. Also handles cross-server operations that allows users to gift to other users in different servers or users that are offline. Is also easily scalable to include many in-game purchases for users to interact with, and is designed to integrate into whatever front-end was designed by a given developer.
An Object-Oriented Finite State-Machine Battle Royale framework for Roblox games that is designed to handle all operations for a server running a Battle Royale. Also includes client UI such as an expandable minimap, countdown UI, and a spectating interface when eliminated. Also includes chests and lucky zones that can influence their RNG.
A backend Object-Oriented cross-server minigame queue system for Roblox. Allows players to group together with other users in parties and queue up for gamemodes. Handles moving players to gamemode subplaces with relevant data like who they queued with for automatic construction of teams after teleportation. Includes queues per region as well, including a Global queue so players can get servers closer to them for better performance.
A customizable client-based ragdoll system designed for Roblox games. The server takes care of an invisible ragdoll (pictured in red), and each client linearly interpolates a copied rig that is visible to the target invisible ragdoll. Allows for near-instant ragdoll that is responsive to players. Also highly customizable to developers, allowing them to fine-tune the ragdoll settings for their individual use cases.
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This project was commissioned by a client. Please contact me through what is easiest for you (Email or LinkedIn) to request access to either a .zip folder containing the code, or the private Github repository.