roblox gameplay programmer
I build games that feel good to play. Tight gameplay loops, responsive systems, and the kind of polish that keeps players coming back. From progression feel to data persistence, I own the full stack.
selected work
My breakout project — and the reason so many doors have opened since. A collaboration with MiniToon that started in 2020 and never really stopped. Since then we've worked together on unreleased passion projects and Piggy subsidiaries, most recently Piggy: Intercity, which hit 60K+ CCU on launch and broke 100K CCU during its original demo back in December 2020. One of the most-played games in Roblox history.

Designed and built the UI, then refactored the underlying code to support it — the new interface needed a cleaner foundation, so shipping the design meant making that happen too. More hands-on than a typical UI contract.
Solo-coded idle simulator-tycoon, handling both front and back end systems from scratch. Every mechanic, UI interaction, and data system built entirely by me.
Primarily responsible for interfaces across one of the platform's most-played experiences. Regularly assisted with bug fixes and shipping live updates on a fast-moving production schedule.
Joined Double Bandits short-term to refactor core systems. During this period the studio was approached by Roblox to build a Mesh Generation API showcase — a genuinely exciting collaboration to be part of.
about
I'm a full-stack Roblox gameplay programmer who cares about how games feel to play. Responsive systems, solid progression loops, and the invisible polish that keeps retention high. I work in Luau and prefer Knit, but I'm comfortable in classic Roblox style or adapting to whatever framework a project already uses.
I've shipped across solo projects and contracted studio roles, and have worked with over 10 front page games — including titles that have picked up Bloxy and Innovation Awards. Whether it's a systems overhaul or building something brand new, I bring the same level of care to every project.
testimonials
Tahlia is a great person and very easy to work with. She programmed my first hit game in under a week and continued to assist in further updates. Her work is always high quality, polished and easy to read. Highly recommend 💯
Mischiefing always delivers superb work! A great addition to any team.
Mis was a joy to have as part of our team. We wish her the best of luck in the future. You'll do great things!
Mischief never misses. She's a very talented programmer who always delivers polished, high-quality work.
Mischief is very easy to work with. She is super goal-driven and great at what she does. I recommend highly!
pricing
USD. Subject to rise. Best for ongoing work, bug fixes, and smaller scoped tasks where requirements may evolve.
Starting price. Exact quote depends on scope — reach out with your project details and I'll put something together.
contact
Open to contracts, studio collabs, and ongoing arrangements. Got a project? Let's talk.
or send a message
code snippets
A daily spin wheel with weighted random rewards, Policy-compliant paid random item checks, discount logic, and a confetti reveal sequence on the client.
Touch-based map voting pads with per-player vote tracking, double-vote gamepass support, live billboard display updates, and clean reconnection handling when players leave mid-vote.
Full round loop — intermission, spawn assignment, bomb ownership, tagback cooldowns, ability system, vote-kick, revives, and the winner cutscene with a rigged character, custom animation, and floating camera.
Helped with the backend and event scheduling. VisuallyFX created all visuals for the event.