ROBLOX · SYSTEMS · UI · LIGHTING

ROBLOX SYSTEMS

The parts of a Roblox game players never see and always notice — saves that survive a crash, an economy nobody can exploit, combat that feels fair. Plus the UI, environments and lighting that make it look finished. Priced per package, or by the month.

see the prices ↓

discord is fastest. email works too.

a Roblox avatar in a gold pinstripe admiral suit and orange aviators
roblox.exe — Properties
Status
available — booking october
Packages
$250 – $3,500
Hourly
$35 / hour
Retainer
$2,400 / month
Mentoring
from $40 / hour
Assets
from $9.99
Reply
within a day, usually less
Timezone
CET · overlaps US mornings
Won't do
3D modelling
01

THE PROOF

what it looks like in a live game
odyssey — adventure RPG tycoon · Roblox
Odyssey underwater zone
Odyssey in Roblox Studio

The character is everything.

Dungeons earn power, relics specialize it, the house amplifies and gates it. Every system answers one question: does this make the character stronger, more unique, or more respected?

  • .LUAU
  • ROBLOX STUDIO
  • IN PRODUCTION
Build progress
systems in · content ongoing

the fun part
↖ this one

ALSO IN MOTION

Beyond Odyssey

Systems from other games, recorded in play. Swipe through them, or pick one off the playlist.

4 clips · 2:12 · jump to the player ↓

kodo media player — combat-showcase.mp4
  1. combat & abilitieshits land louder with sound — click the speaker
  2. round loop
  3. sailing ships
  4. everything else
01 / 04now playing

combat & abilitiesconfig-driven abilities, server-side hit validation

playlist4 clips · 2:12

0:37 · loopingswipe, or use ← →
02

HOW I BUILD

the rules first, then the code that follows them
rules.txt — Notepad
  1. the server decides

    clients ask, the server checks. prices, damage, loot and cooldowns are computed and validated on the server — a remote is a request, never a command.

  2. data doesn't get lost

    session-locked saves, retries with backoff, a save on shutdown, versioned schemas with migrations. a lost save is the fastest way to lose a player.

  3. config over code

    every number a designer might tune lives in a config module. balancing a sword shouldn't need a scripter.

  4. everything cleans up

    every connection, instance and thread has an owner that destroys it. no leaks on respawn, no server that gets slower every hour.

  5. strict types

    --!strict Luau and typed module APIs, so mistakes show up in Studio instead of in a live server.

  6. measure, then optimise

    microprofiler before rewrites, a budget for every remote. fast where it matters, readable everywhere else.

Ln 6, Col 1 · sorted by what it costs you when it's broken
kodo_systems — Explorer

code samples are being cleared to leave the studio. ask on discord and i'll walk you through them.

03

THE LOOK

UI, environments and lighting · no modelling
01 · LIGHTING

light that tells you where to go

lighting sells a place before anyone reads a line of UI. warm where players gather, cold where they shouldn't linger.

how i do it · 5 stepsless
  1. mood and time of day first — one reference image, one palette.
  2. future lighting, a sun that throws readable shadows, atmosphere for depth.
  3. local lights only where the story is: fire, windows, doorways. every light has a reason.
  4. colour correction and bloom last, tuned per zone so each area feels different.
  5. checked at graphics level 1 and on a phone — it has to hold up there too.
02 · ENVIRONMENTS

a map you can read at a glance

i don't model — i take your models or licensed packs and place them so the world makes sense the second you spawn.

how i do it · 5 stepsless
  1. blockout first: paths, sightlines, and what the player sees when they spawn.
  2. landmarks you can navigate by, visible from anywhere on the map.
  3. dressing in layers: big shapes, then props, then the small details.
  4. a part and streaming budget, so it still runs on a phone.
  5. collisions and invisible walls tested by actually playing it.
03 · UI

UI nobody needs a tutorial for

built in roblox, scaled for every screen, and wired to the systems behind it — so it never shows a number the server doesn't agree with.

how i do it · 5 stepsless
  1. layout in scale, not offset, with aspect-ratio constraints — the same UI on a phone and a 4K monitor.
  2. one component per element — button, card, bar — reused everywhere so it stays consistent.
  3. tweens for feedback: every click answers back, nothing just pops.
  4. the UI is a view: it reads state from the systems and never decides anything itself.
  5. tested in the device emulator at every screen size before it ships.
04

WHAT THEY SAY

in their words, posted with their ok
  • #vouches — Discord
    Azv
    AzvJB
    “Working with Kodo is an absolute breeze. Finding a developer who brings ideas to life with flawless execution and zero hassle is rare. He works exceptionally fast, handles complex logic without breaking a sweat, and keeps communication clear and professional from start to finish. I can't recommend him enough to any team looking for top-tier quality.”
  • #vouches — Discord
    Niki
    NikiAV8R
    “Kodo is one of the best scripters I've worked with. He's really good at what he does, and really fast, everything is done by the deadline or even faster. Also, unlike other scripters, he doesn't complain about the workload and does what needs to be done. I'm glad I have the pleasure of working with him.”
05

PACKAGES & PRICES

fixed price for fixed scope · hourly or monthly for everything else
  • system.pkg

    ONE SYSTEM

    $250 fixed

    one self-contained system, dropped into your game and wired to what's already there

    INCLUDES
    • server-authoritative, validated remotes
    • tuning numbers in a config module
    • saves through your data layer (or a small one)
    • 1 round of revisions
    • 7 days of bug fixes after handoff

    e.g. shop, daily rewards, inventory, codes, quests, round timer, leaderboards

    3–7 days
  • launch.pkg

    LAUNCH BUILD

    $3,500 fixed

    game core plus the gameplay systems, taken all the way to a public launch

    INCLUDES
    • everything in game core
    • gameplay: combat & abilities, or your genre's equivalent
    • matchmaking / teleports between places
    • UI designed, built and wired to the systems
    • analytics events for retention + monetisation
    • 30 days of launch support

    e.g. RPGs, fighting games, simulators, round-based games

    5–8 weeks
rates.exe — ongoing work

MONTHLY RETAINER

$2,400 / month

a scripter on your team without hiring one. the best fit for games that keep shipping updates.

  • ~20 hours a week, booked
  • weekly builds you can play
  • your messages first
  • two weeks' notice to stop

HOURLY

$35 / hour

bug fixes, performance passes, and rescuing a game someone else started.

  • 2 hour minimum
  • billed in 30 min blocks
  • a short audit before any big fix
for work that doesn't fit in a box
06

ASSET SHOP

ready-made, straight into studio · more coming
kodo_assets — Shop
1 item(s) · use it in as many of your games as you like, commercial ones too. don't resell or re-upload the asset itself.

no store checkout yet — buying copies a message; send it to me on discord and i'll send the file.

07

HOW IT GOES

from the first message to the handoff
  1. you message me

    the game, the system you need, a deadline and a rough budget. the brief below has the lines.

  2. scope & quote

    within a day: a written list of what's in and what's out, and a fixed price or an hour estimate.

  3. built in your place

    team create or a rojo + git repo. something you can playtest every few days — no month of silence.

  4. handoff

    clean, typed code, the config explained, short notes for the next scripter, then the bug-fix window.

terms.ini
Payment
50% to start, 50% on handoff
Launch build
3 milestones: 30 / 40 / 30
Ownership
yours once it's paid in full
NDA
happy to sign yours
08

QUESTIONS

the ones that come up every time
do you do modelling?

no. i do UI, environment setup and lighting — with your models or licensed packs — but i don't make the 3D models themselves.

can you work on a game that already exists?

yes. start with a code audit or a few hourly fixes, so you know what's worth fixing and what's worth replacing before bigger money goes in.

team create or rojo?

either. for anything bigger than one system i'd suggest rojo + git, so every change has history and nothing gets overwritten.

what if the scope changes halfway?

small changes get absorbed. bigger ones become a new line in the quote before i build them — you never get a surprise bill.

who owns the code?

you do, once it's paid in full. nothing written for your game ends up in someone else's.

do you teach beginners?

if you've written some Luau already, yes — mentoring works best once you can read a script. if you're starting from zero, the free roblox docs first, then come back.

can i pay in robux?

not for now — USD through PayPal or Wise.

09

HIRE ME

discord is the fastest way in
kodo — Discord
STEP 1 · ADD ME

add me on discord and send the brief — copy it, fill in the blanks, paste it. i reply within a day.

tskender_
STEP 2 · SEND THE BRIEF
hey kodo —
game: (name + link, or 'not out yet')
genre: 
what i need: 
package: (one system / game core / launch build / retainer / hourly / UI / lighting / environment / mentoring / audit / not sure)
deadline: 
budget: 
tskender_ · online · replies within a day