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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.
Buttons that resize themselves to whatever text goes in them, so a designer can reuse one across new screens without a programmer, and it holds up on every device.
Avatars are pooled and reused across boards, so switching is instant and a player who appears on several shares one instance. Previewable in a Story without running the game.
Inventory for Make Fans, built the way Pet Simulator 99 handles density with the selection box from Pet Simulator X. Stays readable when the grid is full.
Pen crate opening for Make Fans, paced after the Pet Simulator 99 hatch — the reveal has to land on the beat or the reward reads as cheap.
An osu!-style rhythm engine in Roblox: sliders and hit circles generated at runtime rather than pre-built, plus a Guitar Hero highway. Reads standard beatmaps.
Breakable wood in the Tap Tap Breaking mould. The whole thing lives or dies on feel — impact response and drop animation are the system, not decoration on it.
Trace the shape on the canvas and score on how close you got. The scoring has to agree with what the player thinks they drew, or it feels arbitrary.
Generates walls procedurally instead of placing them by hand, so a layout change is a parameter rather than a rebuild.
A sandworm that deforms along the terrain with SmartBones as it moves, and hunts the player inside its zone. The movement is procedural, not a baked animation.
Sole developer through three months of weekly updates — every Sunday deadline met, across a stretch that held 10K concurrent players.
A thousand NPCs walking the map at once, kept cheap enough that interactions stayed responsive under load.
Rollback netcode and a deterministic physics engine, so ball-to-ball collisions resolve the same on every client despite latency and jitter.