Scripting & logic
Server-client architecture and the rules the server enforces.
Roblox Developer · Systems
I build the server side of Roblox games: data that doesn't get lost, shops that pay out once and combat that can't be cheated.
About
I'm Gabriel, a Roblox developer from São Paulo. I trained in digital game programming at SENAI and I like the part of a game players never see: the rules the server enforces, the data layer and the economy.
I own and develop Brainrot Card Collection, delivered 1 Click = 1 Noodle to Galorys fully scripted by me, and helped finish Anime Celestial X, a game with 8.2M visits.
Each card shows the skill working.
Server-client architecture and the rules the server enforces.
Sites and dashboards with Next.js, React and TypeScript on Cloudflare. This one too.
Scrum Master of a 7-person team: sprints, a shared board and small, focused commits.
Spread that blooms as you fire, recoil that settles and damage that falls off with distance. Hold the mouse.
Most visited first, with live numbers from Roblox. Hover or tap a card to flip it.

An anime pet-collection game. I joined in the final development phase to fix bugs and make general improvements.

Buy packs, hatch Brainrot cards, trade them and climb a PvE tower. The clip is a live admin event with a countdown, a cinematic sky and boosts for every player.

Every match is a psychological battle: uncover lies, form alliances or break them, and survive without trusting anyone. Up to 50 players per server.
Things I built to learn something or to solve one problem well.
A server-wide countdown, a cinematic camera and boosts applied to every player, from Brainrot Card Collection.
A study in server-authoritative shooting: server-rolled spread, damage falloff, ragdoll and tracers with quality levels.
A study for Police Boss: raycast-wheel chassis, an A* road graph, traffic lights and a shared memory of failed routes.
Spawn weights derived from each pack's place in the order and the player's progress, tuned by seven constants.
Four boards (total coins, cards opened, time played, coins per second) that refresh on a timer, with the #1 players' avatars animated in front of each.
Teleport pads with a confirm prompt. One part of the map is day and the other night, applied only on the client, so each player sees the sky of the zone they are in.
Placed cards earn coins every second. The server works out what each card is owed from the time since its last claim, so nothing ticks per card, and pays it out on collect, by hand or every 45 seconds with Auto Collect.
Studio role or commission — tell me what you're building.
Fastest way to reach me for quick questions and project talks.
Formal inquiries, contracts and studio proposals.