I'm one of the leads on Anime Vanguards, and I make the calls on its backend and engineering design. Outside of that I build tools for other Roblox developers.
There's more on pyseph.sh.
A tower defense game from Kitawari. It launched in September 2024 and was the top-earning game on Roblox within ten days. I've been on it since before launch.
- Backend. How the game's services are split up, what they own, and how live servers talk to them.
- Netcode and performance. Replication, packet budgets, and telemetry from live sessions that shows what's actually slow in production.
- The team's toolchain. Our own Luau language server and CI gate, git-backed Team Create sync, typed networking codegen, and an offline renderer that draws Studio's UI exactly, so changes can be previewed and reviewed without opening Studio.
| PacketProfiler studio plugin · networking |
Roblox network traffic by frame, with the calls and data behind each spike. Runs in Studio or live. |
| DataScope studio plugin · vide |
DataStore editor with tree and code views, version diffs, and a scanner that follows one field back through its history. |
| ClientCast combat |
Raycast melee hitboxes that feel responsive on the client and still hand back exact contact data. |
| ObjectCache performance |
Typed part and model cache built on BulkMoveTo. |
| RemotePacketSizeCounter networking |
The serialized byte size of anything you send through a remote. |
| luau-lang/luau contributor · c++ |
A type checker change that stops building subtyping reasoning nothing reads, which makes full checks faster. |
Gods' Domain Four years of a game that never shipped. Combat, inventory, netcode. devlog |
Ocean simulation Gerstner waves on deformed meshes, kept inside Roblox's rendering budget. devlog |
Audio reverb Raycasts bounce sound around the room; material and distance shape the echo. writeup |
writing · devforum · youtube · résumé plus 35 projects I can't show you







