Roblox-TS
Typed Luau, predictable module boundaries, and patterns that stay readable when the codebase grows.
Sano — Roblox developer
I design and ship modular, production-minded systems for demanding Roblox games — mostly in Roblox-TS, with Luau where the engine needs it.
private initLog(data: LogData, cframe?: CFrame) {
const logPart = clone((a) => a.Utils.Log);
logPart.CollisionGroup = "Log";
logPart.GetPropertyChangedSignal("CFrame").Connect(() => {
const cframe = logPart.CFrame;
data.pos = [cframe.X, cframe.Y, cframe.Z];
data.rot = cframe.ToOrientation();
});
if (cframe) {
logPart.CFrame = cframe;
}
this.logMap.set(logPart, data);
logPart.Parent = this.folder;
}About
I build on Roblox with one priority: modular, performant systems that stay maintainable — instead of brittle scripts that fight you every time the game grows.
Most of my work is in Roblox-TS for strong typing, predictable architecture, and a codebase that scales with the project. Day-to-day tooling: Rojo for repo structure, Wally / Pesde for dependencies.
The aim is experiences that feel closer to a real game product: solid technical foundations, room to iterate without rewriting everything from scratch.
Execution stack
TS
Roblox-TS
Typed workflows, clear boundaries between systems
Lua
Luau
Native scripting where it still makes sense
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Architecture
Modular design, minimal one-off glue code
Skills
Tools and domains I work in most often on production Roblox games.
Typed Luau, predictable module boundaries, and patterns that stay readable when the codebase grows.
Performance-aware scripting on the engine side, with type annotations where they actually help.
Filesystem-first workflow, reproducible builds, and dependency hygiene (Wally / Pesde).
DataStore flows with sane retries, migrations, and player data patterns (e.g. ProfileStore).
Typed remotes, middleware, and permission checks so clients cannot drive server authority by accident.
Streaming-aware design, careful hot paths, and optimization that starts from architecture — not panic patches.
Featured project
Sandbox / automation game — resource loops, machines, and a codebase built to ship updates without rewiring the world every month.
Players gather resources, build machines, and tighten production loops. Under the hood it’s plugin-shaped architecture, typed networking, and serialization that doesn’t fall over when the map grows.
Automation, farming hooks, and production chains players can reason about.
Binary-friendly structures (NBT-style thinking) for world-scale data, not giant JSON blobs.
In-game signals and logging so balance and economy decisions are grounded in data.
Stats, achievements, playtime, exploration — wired without spaghetti.
Expertise
Concrete areas where I’m comfortable owning design and implementation on a live Roblox title.
Contact
Roblox systems, tooling, or technical direction — short intro emails work best.
If you’re building or maintaining a Roblox game and need someone who thinks in architecture, data, and live constraints — send a note. I’m open to collaborations, contract work, and scoped technical reviews.
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