Available for work

AqquaDev

@AqquaDev

Roblox developer with 3–4 years building games end to end — strong backend and frontend, polished UI with animation, and systems that survive real CCU. I’ve shipped commission work, co-owned titles, and features on front-page anime tower defense games, from secure trading pipelines to complex client-facing VFX.

3–4
Years Experience
15+
Games Worked On
5+
Game Genres

Full-stack Roblox development.

Strong on server and client — shipping secure backends, polished UI, and motion that feels good at scale.

Strong backend
Server-authoritative logic, economy and progression, DataStores, anti-exploit patterns, and systems tuned for live CCU.
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Strong frontend
Client gameplay, UI wiring, Remote pipeline design, and performance-conscious Luau on the player side.
UI & UI animation
Interfaces that read well and move well — motion, feedback, and layout polish players actually notice.
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Backend transferring
Trading pipelines shipped to production — including transfer work that went live on Anime Crusaders with stable, duplication-safe behavior.

Games I've contributed to.

Selected places I’ve worked on — roles, years, and tags reflect what I actually shipped or owned on each title.

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Technical scope.

Architecture and data flow — how pieces connect. Luau, server vs client, ~3–4 years on live places.

  • NBA (licensed) — ~2 months. Scripted and animated the provided UI across HUD, menus, and 3D UI interfaces. Server modules handle possession, shot, and score validation; client reads the result and drives the UI and sound layers.
  • Trading — 10k+ CCU — Two-sided offer system. Each player adds their units/items, server merges both snapshots in one atomic apply step. One inventory diff, one pass, no partial states. Server is the only writer; clients refresh from server state after the merge.
  • Anime TD (high CCU) — Worked across several titles. All ranging from 10k CCU to 150k CCU. Managed updates and bug fixes.
  • Owner place — ~8k peak — Scripted reusable UI panels and flows: inventory screens, prompts, toasts. Server split into modules per system (combat, progression, etc.), client handles presentation and input. Features communicate through a defined set of Remotes and replicated state.
  • Crates / abilities / towersCrates: weight tables on the server, roll to grant, client gets a payload to drive the open animation and local VFX. Abilities: cooldown and effect logic server-side, client subscribes to replicated fields for visuals. Towers: grid, raycast plus server validation on placement, then instance and upgrade chain.
  • Match / placement / economy — Matchmaking as buckets and queues into a placement step. Economy (crates, currency, progression) as server modules with tunable tables so balance changes are data, not code hunts.
  • Quests / emotes / VFX — Quests as step graphs or checklists, progress tracked server-side. Emotes triggered from input or quest state. VFX as client layers off a thin replicated signal; particles and timing run locally, server just says what happened and where.
  • Twin Atlas — revival — Full bot player for a volleyball game: movement, positioning, and hit decisions all server-driven. AI runs as a tick loop reading game state to decide when and where to move and hit, then replicates intent to the client. Used the Promise library to keep async sequences clean rather than nested.

Let's build something.

Serious projects only — send an inquiry below or reach me on Discord or X.

Available for full-time roles, contract work, and long-term collaboration.

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