Roblox·Lead Developer·2021 – Present

XOX Studio Game Portfolio

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

XOX Studio Game Portfolio
From the project archive · 2021 – Present

My Role

Lead Developer

Platform

Roblox

Technologies

LuauRoblox StudioBlenderGit

The context

Project overview

I joined XOX at the beginning. For the first games, I was often the only developer—or one of two people—taking an idea from an empty Roblox place to release. That meant programming, UI, modeling, production decisions, live updates, and whatever else the game needed that week. As the studio grew, my work expanded into coordinating other developers and protecting live games from exploits.

01 / Pressure

What made it difficult

The hard part was not simply launching a game. It was keeping it relevant while Roblox trends and player expectations moved quickly, then responding when platform updates opened new ways to exploit live systems.

02 / Decisions

My contribution

I handled new exploits directly, tightened server-side validation, shipped live fixes, and kept revisiting the games as player behavior changed. Early on I built most of the experience myself; later I also reviewed work and coordinated people around the live product.

03 / Afterward

What happened next

The XOX Studio portfolio peaked at roughly 25,000 concurrent players, with some titles retaining active players years after release. My contribution covered early development, live maintenance, security fixes, code review, and team coordination. The player figure represents the studio portfolio as a whole.

Engineering in practice

Protecting a live multiplayer economy

Problem

Client-side exploits could damage transactions, inventory, and progression while legitimate players were using the same systems.

Implementation and ownership

I investigated exploit paths, tightened server-side validation, and shipped live fixes. Our team used server-authoritative checks for transactions and inventory changes, alongside tools for monitoring database writes and unusual player behavior. I also established code-review guidelines and reusable modules to support ongoing maintenance.

Tradeoff

The engineering constraint was to close exploit paths while preserving legitimate player transactions and avoiding regressions in connected systems. This required reviewing the surrounding game logic as well as the immediate failure.

Result

This work supported ongoing operation of the live portfolio. The roughly 25,000 peak concurrent-player figure describes the portfolio’s reach; it is not a measured result of an individual security fix.

The work behind the story

Areas I owned or contributed to

  • Programming core gameplay systems and database integration
  • Managing live operations and patching security vulnerabilities
  • Coordinating developers, modelers, and designers
  • Reviewing code submissions and establishing standards
  • Designing and scripting responsive user interfaces
  • Creating optimized low-poly props in Blender

Gallery

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