Roblox / Luau development

I build Roblox gameplay systems in Luau.

I build combat, multiplayer rounds, persistent data, rewards, shops, and interface logic. Every project is delivered through Rojo and Git with clear client and server boundaries.

4 years
Roblox development
12
Documented projects
Rojo + Git
Delivery workflow
Hole Game arena showing the central void and combat interface
Featured case study

Hole Game

R6 combat, corruption state, round voting, camera control, and persistent scoring.

View implementation notes

What I work on

I'm inbo, a Roblox developer with four years of experience building gameplay systems and complete multiplayer features in Luau.

I work across most parts of a Roblox experience, including combat, round systems, persistent data, progression, shops, admin tools, UI integration, performance work, and bug fixing. I can take ownership of one focused system or contribute across an entire project from planning and architecture through integration, testing, and delivery.

I am available for both individual commissions and long term development. For ongoing projects, I can maintain existing systems, build new features, solve technical problems, and keep the codebase organized with Rojo and Git.

Coverage
Gameplay, server logic, persistent data, UI, optimization, and fixes
Engagement
Individual commissions and long term development
Handoff
Organized Rojo project, Git history, and implementation notes

Documented projects

Recorded footage, implementation details, and the systems I owned on each build.

Hole Game combat arena with the corruption meter and central void
01 Full Game

Hole Game

Fast paced multiplayer elimination arena with server controlled R6 combat, proximity corruption, custom first person camera controls, map voting, and persistent progression.

Multiplayer trivia question round with leaderboard and countdown
02 Full Game

Multiplayer Trivia System

Multiplayer trivia with table matchmaking, 6+ categories, lives/elimination, XP/coin rewards, streak bonuses, global leaderboards, 1v1 duels, and full ProfileService persistence.

Hide and Seek Framework admin panel and map controls
03 Full Game

Hide & Seek Framework

Hide and seek framework with server controlled role assignment, round state, admin tools, spectator mode, and a validated Laser Eyes ability.

Roblox slapping and ragdoll combat demonstration
04 Combat / Physics

Slapping / Ragdoll System

Physics based ragdoll with BallSocketConstraints, server controlled hit detection, dynamic knockback, reach validation, and synced recovery.

Coin throwing system targeting Roblox training dummies
05 Full Game

Coin Throwing System

Players buy throwable coins with Robux, deal damage, and earn daily rewards. Includes shop UI, physics projectiles, effects handler, and full remote architecture.

Roblox tipping interface with multiple Robux options
06 Economy

Tipping / Donation System

Gamepass ID input, automatic price fetching from the Roblox API, and a complete purchase flow that is easy to reuse.

Daily rewards streak interface with claim timers
07 Progression

Daily Rewards System

Streak tracking with persistent DataStore saving and a polished UI showing current streak, next reward, and claim state.

Roblox melee combat combo demonstration
08 Gameplay

Combat System

M1 combo chains, server side hit detection, and damage handling built with latency compensation for a fair multiplayer experience.

Directional sprint and dash cooldown demonstration
09 Movement

Sprint / Dash System

Smooth sprint and dash mechanics with configurable cooldowns, stamina bars, and responsive movement feel.

Roblox staff onboarding and employment interface
10 Systems

Staff / Player Display

Live panel showing player avatars and group rank detection for admin dashboards and server information boards.

Roblox store interface with featured products and gamepasses
11 Systems

UI Systems

Reusable button components, animated navigation menus, and input handling that is easy to integrate.

How I build

Practical decisions that make a Roblox system easier to test, secure, and extend.

01

Server ownership first

Damage, rewards, purchases, and progression are validated on the server. The client requests an action; it does not decide the result.

02

State is explicit

Combat, rounds, and player lifecycles use named states and controlled transitions instead of scattered boolean flags.

03

Data has a lifecycle

Profiles are loaded, reconciled, locked to one session, and saved deliberately, with failure paths handled before new features depend on them.

04

The handoff stays readable

Rojo and Git keep source files reviewable. Modules are grouped by responsibility so another developer can continue the work.

Ways to work together

Final pricing depends on scope, dependencies, and delivery time.

Focused task

From $10

A contained fix or mechanic with a clear acceptance condition.

  • Bug diagnosis and correction
  • Small movement or UI mechanic
  • Existing code integration

Full payment upfront.

Standalone system

Scoped quote

A complete feature spanning client, server, UI, or persistent data.

  • Written feature scope
  • Rojo project structure
  • Tested integration and handoff

50% upfront · 50% on delivery.

Connected systems build

Scoped quote

A round framework or full experience made of several connected systems.

  • Milestones agreed before work
  • Client/server architecture
  • Integration support

50% upfront · 50% on delivery.

Client feedback

... / 5
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Send the feature list, current project state, budget, and deadline. I'll review the dependencies and reply with a scope, price, and delivery plan.

01 Brief and existing code
02 Scope, price, and timeline
03 Milestones and delivery
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Roblox @mr_inbo
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