itzzlukas full-stack scripter
Available for commissions

Three years of Luau.
One service at a time.

I'm Lukas — a full-stack Roblox scripter. I build games the way software gets built: config-driven, split into services, server-authoritative by default. Right now I'm shipping Untitled Backrooms, a horror round game running on 16+ of my own services. It's age-restricted for the moment — once I've raised the Robux to promote it properly, it opens up to everyone and goes out across group pages. While I build it, I'm taking commissions.

Config.luau ReplicatedStorage
-- one config drives the whole game, no magic numbers
local Config = {}

Config.Version = "BETA 0.1"
Config.IsBeta = true
Config.ShowBetaBadge = true
Config.Debug = false

Config.Round = {
	IntermissionTime = 20,
	VotingTime = 15,
	LoadingTime = 3,
	CountdownTime = 5,
	RoundTime = 180,
	EndScreenTime = 10,
	MinPlayersToStart = 1,
	RespawnInLobby = true,
}

Config.Movement = {
	WalkSpeed = 20,
	SprintSpeed = 30,
	SprintSpeedGamepass = 40,
	MaxStamina = 100,
	MaxStaminaGamepass = 165,
	StaminaDrainPerSec = 18,
	StaminaRegenPerSec = 13,
	RegenDelay = 1,
	MinStaminaToSprint = 5,
	JumpPower = 40,

	SlideSpeed = 40,
}
 RoundService · MonsterService · AtmosphereService · DataService · PlayerService · StaminaService · InventoryService · ItemService · CurrencyService · ShopService · MonetizationService · BountyService · ModeService · LeaderboardService · NameTagService · Net ·   RoundService · MonsterService · AtmosphereService · DataService · PlayerService · StaminaService · InventoryService · ItemService · CurrencyService · ShopService · MonetizationService · BountyService · ModeService · LeaderboardService · NameTagService · Net · 
3+ yearsWriting Luau
16+Services in current game
6 weeksConcept to beta
Oct 28Target release

About

Who you'd be hiring

Lukas's Roblox avatar: a character in a white fedora, white mask and black waistcoat.

Lukas

@lukas929222

RoleFull-stack scripter
LanguageLuau
Experience3+ years
TimezoneCET (UTC+1)
StatusOpen to work
Reply timeUnder 24h

"I'd rather spend the first day on structure than spend the last week untangling it."

I've been writing Luau for over three years — long enough to have built the same system badly, then properly. What I do now is treat a Roblox game like software: one config module holds every tunable value, each system lives in its own service with a clear boundary, and the server is the only thing that decides what's true.

That matters to whoever hires me for a plain reason: you can change things without me. Want the round two minutes longer, stamina drain slower, the monster less aggressive? That's a number in a config file, not a call to your scripter. And when someone else picks the codebase up later, they can read it.

I work solo, I quote per task, and I tell you up front when something isn't worth building.

Services

What I can build for you

Every job is quoted per task after we've scoped it — no fixed price list, because no two systems are the same size.

01

A single system

You have a game and need one part of it built properly.

  • Data saving & inventories
  • Shops, currency, gamepasses
  • Combat, abilities, cooldowns
  • Round / match systems
  • NPC and enemy AI
  • Custom UI and HUDs

Quoted per task · paid on completion

02

Full game scripting

You have the idea, the map and the models — I write everything that makes it a game.

  • Architecture from scratch
  • Server and client, start to finish
  • Monetization wired in
  • One config you control
  • Built in stages you approve

Quoted per milestone · split into tasks

03

Fix & optimize

Something already exists and it's slow, broken or exploitable.

  • Lag and performance passes
  • Exploit and remote auditing
  • Data loss / save bugs
  • Refactoring inherited code
  • Written report of what I found

Quoted per task · after a free look

Payment ✓ Per task, on completion — preferred Partial up front Full up front Per milestone Whatever you're comfortable with

Currently building

Untitled Backrooms

A horror round game. Started September 1st, targeting release October 28th. Every line of it is mine.

Untitled Backrooms Beta 0.1 16+ for now

Solo scripter · architecture, gameplay, data, monetization

Round-based horror: intermission, map voting, a timed run, and an end screen — with a monster hunting players through it. Built as a service architecture rather than a pile of scripts, so each system owns its own state and talks over a single networking layer. Every tunable value lives in one config module, which means a balance change is a one-line edit instead of a hunt through the codebase.

Portfolio

One of my works

Standalone systems, all written from scratch. Press play on any of them to watch it run.

Vehicle system

Vehicle system

Solo · drivetrain & UI

Full driving sim: automatic and manual gearboxes, drive modes, nitro, launch control, traction control, ABS and ESC, live suspension readout, headlights and indicators — with a dashboard reading real drivetrain state, not fake numbers.

physicsgearboxcustom UIinput mapping
Traffic AI

AI traffic system

Solo · simulation

Autonomous traffic on a road network: cars follow lanes, obey signals, queue at intersections and keep distance from the vehicle ahead — a living city that runs without a player touching it.

waypoint graphtraffic lightscollision avoidance
Gun system

Gun system

Solo · weapons framework

A full first-person weapons framework: nine weapons from rifles to a sniper, pistol, grenade launcher and RPG, each with its own fire mode, recoil and reload. Aiming down sights, a live ammo and reserve counter, camera shake and a slot bar — and every shot resolved by a server damage service behind a rate limiter, so the client can't invent hits.

recoil & sprayburst / auto modesADS & cameraserver damagerate limiting
iPhone system

iPhone system

Solo · in-game device & apps

A working phone inside Roblox, not a picture of one: home screen with live widgets, an app grid, a dock, and real apps behind them — weather with hourly and ten-day forecasts, camera, clock, notes and a calculator. Each app is its own module, so a new one is a file rather than a rewrite.

app frameworklive widgetsUI animationper-player data
Combat framework

Battlegrounds combat

Solo · combat framework

Combo-based melee with hit detection, knockback, blocking and ability cooldowns, wired to a HUD showing the combo counter and cooldown timers. Built against training dummies so the numbers were tunable before any art existed.

hit detectioncombo statecooldownsHUD

Support the game

Funding Untitled Backrooms

Building it costs time. Getting anyone to see it costs Robux — ads, sponsored slots, and clearing the game for everyone instead of 16+ only.

0 of 50,000 R$ raised
0% funded 50,000 R$ to go

Every Robux goes into the game, not into me. If you want to help, the fastest way is buying a gamepass in-game — or just playing it and telling someone.

1
Open it to everyone

Lift the 16+ restriction so the game reaches the full Roblox audience, not a slice of it.

2
Paid ads & sponsored slots

The only reliable way a new game gets its first thousand players.

3
Group pages & creator posts

Placement on established pages that already have the audience I don't.

4
Assets I can't make myself

Commissioned models, sound and UI art, so the game looks as finished as it plays.

Capabilities

Both sides of the remote

S Server

  • Service architecture & game loops
  • Round systems, voting, match state
  • NPC and monster AI, pathfinding
  • DataStore saves, inventories, currency
  • Server-authoritative damage & anti-exploit
  • Gamepasses, dev products, receipts

C Client

  • Custom UI — HUDs, shops, menus
  • Movement: sprint, slide, stamina, jump control
  • Animation state machines
  • Lighting, atmosphere and sound hooks
  • Vehicle handling and camera work

D Discipline

  • One config module, zero magic numbers
  • Services with clear boundaries
  • Single networking layer, named events
  • Performance budgets, not guesses
  • Code someone else can pick up

Stack

What I work in

ToolUsed forLevel
LuauEverything in-engine, server and client3+ years
Service architectureSplitting a game into systems that don't tangleDaily
DataStoresSaves, inventories, currency, leaderboardsStrong
RemoteEvents / networkingOne layer, server-authoritative by defaultStrong
Pathfinding & AIMonsters, NPCs, autonomous trafficStrong
UI / TweenServiceHUDs, dashboards, shops, menusStrong
Physics & constraintsVehicles, suspension, handlingWorking
Monetization APIsGamepasses, developer productsWorking

Process

A commission, start to finish

Each step gates the next, so you always know where the work stands.

  1. Scope

    You tell me the system and what "done" looks like. I come back with what I'd build, how long it takes, and the price for that task.

  2. Structure

    I write the config and the service boundaries first. You see the shape before any gameplay code exists.

  3. Build in the open

    Regular updates with test footage. You can play it in a test place while it's being built.

  4. Deliver & get paid

    Commented code, a config you can tune yourself, and a walkthrough. You pay once the task is done and working.

Contact

Tell me what you need built.

Best first message: what the system has to do, roughly how big your game is, and your deadline. I reply within 24 hours and I'll tell you straight whether I'm the right person for it.

Untitled Backrooms currently requires Roblox 16+ age verification to play.