Gavriil Bidasca

Lead game developer · Romania

Gavriil
Bidasca

I build multiplayer games and keep them working after players arrive.

I started by repairing MTA roleplay servers at fourteen. Since then I have built Roblox games from the ground up, led live development, dealt with exploits, and learned when a game needs engineering—and when it needs a better reason for players to return.

A live game from the XOX Studio portfolio
01 A game is never finished once it goes live. That is where most of my work begins.
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How I got here

I learned development by fixing things I did not yet understand. At fourteen, that meant broken MTA roleplay servers, unfamiliar Lua, and a lot of searching through other people’s code until the errors made sense.

That habit stayed with me. At XOX I went from building early games largely alone to coordinating people and maintaining live titles that reached roughly 25,000 concurrent players. The job has included programming, UI, models, exploit fixes, live updates, and the less visible work of deciding what is worth building next.

I still want to make original, story-led games. The hardware, Linux, Godot, shader, and local-AI experiments elsewhere on this page are how I keep learning outside the demands of a live studio.

What shipped, what lasted, and what did not

Not every project became a permanent success. Each one changed how I build.

01
XOX Studio Game Portfolio
01 / Roblox / 2021 – Present

XOX Studio Game Portfolio

Games I helped build from an empty Roblox place into live titles reaching roughly 25,000 concurrent players.

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Meta Horizon Worlds Projects
02 / Meta Horizon Worlds / 2023 – Present

Meta Horizon Worlds Projects

Confidential spatial-development work inside Meta Horizon Worlds, where the useful details are mostly the constraints.

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Mac & Cheeese Original Projects
03 / Roblox / Multiplatform / 2021 – Present

Mac & Cheeese Original Projects

Original game ideas and prototypes that competed with the demands of running XOX Studio.

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Selected Earlier Contributions
04 / Roblox / 2018 – 2021

Selected Earlier Contributions

Early contract work on Taxi Boss and The Drive, where modeling made my contribution easier to see than code did.

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05 / Godot / Embedded Linux / C++ / 2022 – Present

Godot Engine & Embedded Hardware Lab

Unpolished experiments in Godot, embedded hardware, Linux, shaders, and local AI—the things I build to understand them.

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Things I built to understand them

I rarely stop to stage photographs of this work. These are working notes, not finished products.

01 / moving image

Godot and shaders

Small gameplay prototypes and GLSL tests. I use them to learn how an effect works before worrying about whether it belongs in a finished game.

02 / origin

GTA modding

MTA and SA-MP were my first real classrooms: unfamiliar Lua, broken roleplay systems, memory hooks, and fixes found by reading until the system stopped being mysterious.

C++ / Lua
03 / constrained hardware

ESP32 and RP2040

Displays, telemetry, and C++ drivers where memory and timing limits make every unnecessary layer visible.

C++ / SPI / I²C
04 / odd devices

Embedded Linux

ARM tablets, touch interfaces, custom configurations, and the satisfaction of making hardware useful beyond its intended life.

Linux / ARM
05 / current curiosity

Local AI tooling

Ollama, MCP integrations, and small automations that help with development without sending every task to a hosted service.

Python / Ollama / MCP

Have a difficult game problem?

I am open to game-development roles, freelance work, and projects that need someone comfortable with both code and live production.

Based in Romania · Available for remote and relocation