Vehicle, data, and progression systems for Roblox.

I build focused Luau systems for vehicle gameplay, persistent player profiles, progression loops, server validation, AI, and simulation-heavy mechanics.

Vehicle engineering Persistent player data Progression and economy Server-side validation
Velocity DistrictIntegrated systems preview
Demonstration build
ACTIVE CONTRACTIndustrial deliveryValidate destination, vehicle ownership, and minimum travel time.
VEHICLE TELEMETRY54 km/hGear D · Driver verified
Vehicle runtimeTelemetry activeSpeed, gear, ownership
Player profileSession stateWallet, XP, unlocks
Mission transactionServer verifiedContract and reward state
InputVehicle stateMission validationProfile mutation
5+ yearsRoblox development
Luau systemsClient and server architecture
Vehicle mechanicsPhysics, controls, telemetry
Persistent profilesNested data and controlled mutations
Python and C++Tooling and systems work

Evidence organised around observable system behaviour.

The portfolio focuses on delivered flows and architecture decisions instead of unsupported scale, security, or performance claims.

01

Integrated player loop

Accept a contract, drive to a destination, receive cash and XP, and continue into progression.

02

Server-owned rewards

Mission state and reward grants are handled on the server rather than accepted directly from the client.

03

Persistent system model

The profile structure supports currency, XP, unlock state, vehicle records, and future upgrade expansion.

04

Inspectable implementation

The project includes a gameplay demo, architecture diagrams, a code excerpt, and implementation notes.

Velocity District

A compact vehicle-progression vertical slice designed to demonstrate connected Roblox systems rather than map scale or final art production.

Scope
Vehicle gameplay, missions, cash, XP, progression state, and interface feedback
Authority
Mission transitions and reward grants are handled by the server
Presentation
Playable prototype, technical diagrams, and selected Luau implementation details
Velocity District gameplay demoOpen on YouTube

Vehicle systems

Config-driven behaviour, spawning, ownership checks, telemetry, controls, and upgrade-ready values.

Persistent player data

Wallet, XP, mission state, vehicle records, reconciliation concepts, and controlled profile mutations.

Progression and economy

Contracts, rewards, levels, unlock conditions, and a foundation for purchasable upgrades.

How the flagship was scoped and structured.

A concise record of the problem, constraints, technical decisions, and current result.

Project objective

Build one small Roblox experience that connects vehicle control, missions, rewards, persistent progression, and server validation into a coherent player loop.

Primary loopContract → driving → reward
State modelWallet, XP, missions, vehicles
Scope choiceSystem depth over map scale
Constraint

Keep the portfolio build finishable

The map and asset count were deliberately limited so effort could remain focused on interacting systems and demonstrable behaviour.

Decision

Keep rewards and mission transitions server-owned

The client presents input and interface state; the server controls contract state, eligibility, and reward mutation.

Result

Deliver one complete representative loop

The demonstration connects vehicle operation, contract completion, currency, XP rewards, and persistent progression concepts in one project.

Trust boundaries, data lifecycle, and progression flow.

The diagrams are intentionally simplified. They explain ownership and flow without pretending to represent every production concern.

01

Client and server responsibilities

ClientInputInterface feedbackLocal presentation
ServerMission stateReward validationProfile mutations
Persistent profile state

Low-latency presentation remains client-side while progression and rewards remain server-controlled.

02

Player profile lifecycle

LoadRead and reconcile
SessionControlled mutations
AutosavePersist changes
ReleaseFinal save
Failure path: retry, preserve state, avoid silent overwrite

Related player state stays together and changes route through explicit mutation boundaries.

03

Progression transaction

Accept contract
Validate completion
Grant cash and XP
Evaluate unlocks and feed new options back into gameplay

The player loop connects gameplay actions to server-verified state changes and future choices.

Selected Luau pattern: server-side contract completionIllustrative excerpt
local function completeContract(player: Player, contractId: string): (boolean, string?)
    local active = MissionService:GetActiveContract(player)
    if not active or active.Id ~= contractId then
        return false, "Contract is not active"
    end

    if not MissionService:IsCompletionValid(player, active) then
        return false, "Completion requirements failed"
    end

    ProfileService:Transaction(player, "ContractReward", function(profile)
        EconomyService:AddCash(profile, active.CashReward)
        ProgressionService:AddXP(profile, active.XPReward)
    end)

    return true
end
Server-owned stateExplicit validationTransactional mutationSingle reward path

Systems work beyond the flagship.

Each project demonstrates a separate engineering area: language tooling, simulation, gameplay AI, or data infrastructure.

Compiler engineering

KidLang Compiler and IDE

Custom language tooling with tokenisation, parsing, AST construction, semantic transformation, and C++17 output.

View demonstration
Physics simulation

Black Hole Physics Sandbox

Real-time orbital mechanics using vector acceleration, adaptive timesteps, and stability-focused simulation logic.

View demonstration
Gameplay AI

Server-Authoritative NPC AI

Perception, hearing, target selection, pathfinding, combat validation, and controlled update scheduling.

View demonstration
Data infrastructure

SQLite Document Store

Content hashing, deduplication, FTS5 search, durable job queues, WAL concurrency, and explicit SQL.

View demonstration
LuauPythonC++17Roblox StudioGit and GitHubSQLiteDataStoreServiceMemoryStoreService

Defined technical ownership from architecture through handoff.

Projects are scoped around an agreed system boundary, integration requirements, delivery milestones, and post-delivery support.

01

Vehicle systems

Chassis logic, controls, upgrades, spawning, garage ownership, telemetry, and networking.

02

Persistent data

Profiles, inventories, currencies, vehicle records, migrations, ledgers, and failure handling.

03

Progression and economy

Contracts, XP, levels, unlocks, shops, quests, rewards, and configurable balance values.

04

AI and gameplay systems

NPC behaviour, combat, pathfinding, round systems, placement systems, and custom mechanics.

05

Architecture and optimisation

Refactoring, server validation, exploit-risk reduction, performance review, and codebase repair.

06

Python tooling

Automation, data pipelines, back-end services, build tools, and developer utilities.

Need a vehicle, progression, or persistent data system built?

Send the current project state, required systems, expected outcome, deadline, budget range, and relevant references.