Marco — Roblox simulator developer, 6 years, 89M visits shipped, 10K peak CCU.

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powering on
rbxOS 2.4.1luau runtimebuild 0xC0FFEE
POSTOK
memory check64K OK
identity
89M visits shipped · 10K peak CCU · ● available for work
years shipping
visits shipped
peak CCU
session size
about
about5 paragraphs

I'm Marco. I've spent six years building systems for live Roblox games — from gameplay and economy to backend and networking. Across the projects I've worked on, those games have reached 89M visits and 10K peak CCU.

What I care about most is shipping something that actually holds up once real players get their hands on it. I've been the sole developer on a live game, shipping weekly updates for three straight months without missing a deadline, while the game was reaching 10K concurrent players.

I'm comfortable working across different kinds of games and adapting to what the project actually needs. Whether it's building gameplay systems, designing progression and economies, handling backend architecture, or solving more technical problems like deterministic physics and rollback netcode, I focus on finding the right solution for the game rather than forcing everything into what I already know.

I also don't treat a spec as something I'm supposed to blindly follow. If I see a technical problem, a design issue, or something that could hurt the player experience, I'll bring it up early and work with you toward a better solution.

And I'm not looking for short-term work where I simply complete a task and move on. I prefer building long-term partnerships with clients I can trust and work alongside as their game grows. To me, the best projects come from having an honest, healthy working relationship where both sides can communicate openly, challenge ideas, and build something better together.

status
● available for work
takes on
new builds and live games
track record
3 months of weekly releases, zero missed
timezone
UTC−3 (BRT)
response
< 24h
systems
total 8 · all shipped on live titles8 dirs
drwxr-xr-xprogression/XP, levels, prestige loops, unlock trees
drwxr-xr-xeconomy/currencies, item stacks, loot tables, rarity
drwxr-xr-xpets/hatching, mutations, equip logic, stat bonuses
drwxr-xr-xworld/zones, rebirth areas, auto-farming, AFK logic
drwx------backend/secure remotes, ProfileStore, server authority
drwx------antiexploit/validation, rate limits, dupe prevention
drwxr-xr-xperformance/memory profiling, scalable server logic
drwxr-xr-xui/reactive interfaces — Vide, Charm, UI Labs
built and recorded · click to watch9 clips
20 packages in the toolchain20 pkgs
LuauRojoWallyPesdeAftmanRokitmiseGitBlinkPromiseProfileStoreSprVideCharmRippleQuickZoneTopBarPlusAsphaltUI LabsTestEZ
1 published · MIT1 repo
work
note: every title links to the live game · counts update on load3 entries
process
same four steps for a new game or a live one4 stages
project/
├──1. scope— systems, edge cases, timeline and price, in writing before anything starts
├──2. design input— I flag what will hurt retention or economy balance, and propose the fix
├──3. build— documented, modular, server-authoritative Luau, milestone by milestone
└──4. handoff— integrated, documented and walked through, readable six months later
pricing
termsusd · fixed
minimum project  $600USD
partial upfront payment required
milestone-based billing on larger projects
scope, timeline and price fixed in writing before work starts
Smaller scopes aren't a fit. Send your scope and budget and you'll get a plan, a timeline and a price back.
contact
2 channels open · click to copy
discord  › marcoantonioaraujo[open]
marco@rbxOS:~$
try help, work, pricing, contact, clear
BINOWIDE TECNOLOGIA E SERVIÇOS LTDACNPJ 59.777.073/0001-37
marco@rbxOS ~/portfolio·