RawMoxie · Karachi, Pakistan · UTC+5

Moxie

Roblox systems engineer.
Server-authoritative, or it doesn't ship.

3 years of Luau. 60+ shipped systems for Roblox studios and game owners.

See the systems
Wireframe view of an R6 character rig above a stud grid.

ParryState · IDLE

Properties

WOR_demo.rbxl
Scripts
524 343 module · 96 server · 85 client
LinesOfLuau
115,400 approximate
RemoteEvents
212
RemoteFunctions
26
Animations
219 integrated
ServiceControllerPairs
~70
YearsShipping
3

These figures come from a single project — Wars of Roblox. One project. Not a career total.

03 — Featured systems

Eight systems, built end to end.

Every entry below shipped inside a live project. Open one to read how it actually works.

  1. 01

    Clan Framework

    Guild system with roles, ranks, and a real permission model.
    • Per-clan DataStore keys with session locking and atomic UpdateAsync membership writes
    • ClanPermissions dependency graph — permissions depend on each other, UI gates in real time
    • Affiliate/enemy system: dual-sided ally and enemy with send / accept / reject / cancel
    • Join requests, ban/unban, kick, donations
    • Clan rename with full DataStore key migration and member pointer repointing
    • O(1) player-to-clan lookup via a lightweight index store
  2. 02

    Procedural Clan Icon System

    3.2 billion possible clan logos from a 13-character string.
    • 7 layered sprite sheets composited at runtime
    • FNV-1a hash + xorshift32 PRNG for deterministic generation
    • ClanIcon and ClanIconRegistry modules, with a Python sprite-sheet packer
    • Only 13 characters hit the DataStore per clan — no per-clan image uploads
  3. 03

    Clan Chat

    Cross-server clan chat, built from scratch on MessagingService.
    • Per-clan MessagingService topics with JobId self-skip guards
    • Ring buffer history, avatar portraits, pinned messages, unread counter
    • Shift+Enter multiline input
    • TypingGuard module wired across ~15 scripts so game keybinds never fire while typing
  4. 04

    Clan Announcements

    A separate broadcast channel with priority levels.
    • /important command with a three-tier badge system
    • Own tab, own persistence, independent of chat history
    • Per-member mute controls via ClanMuteServices
  5. 05

    Notification System

    Offline-safe, cross-server delivery.
    • Server-side DataStore persistence with batched writes
    • 7 clan event types wired end to end
    • NotificationSync keeps state consistent across servers
    • Players who were offline receive queued notifications on join
  6. 06

    Abilities System

    Slot-based active abilities, fully server-validated.
    • AbilitiesServices / AbilitiesControllers split
    • Ability Points as a spendable currency with unlock and slot assignment
    • ActivateAbility / FailedAbility round-trip — the client requests, the server can reject
    • Context Action Service bindings return Pass rather than Sink on empty slots, so keys stay free
  7. 07

    Skills & Progression

    An 8-skill RPG tree with respec and prestige.
    • Skills: Strength, Agility, Dexterity, Endurance, Foresight, Dash, Shield Bash, Attentive Fighter
    • Skill Points currency with purchase, sell, and reset-all
    • BackupSkills provides rollback safety on a failed respec
    • Level system with XP events, plus a prestige loop
  8. 08

    Combat Framework

    Server-authoritative melee and ranged. ~4,600 lines across 14 modules

    Melee and combo

    • Client plays the animation, the server owns the damage — Melee.lua (639 lines), MeleeServer.lua (554 lines)
    • Combo chain with a comboTime window and a fullComboCooldown lockout
    • Attacks slow the attacker (16 → 14 walkspeed), restored on finish
    • Per-player server state table with full teardown on death, respawn, and unequip

    Parry — the core skill mechanic

    • 0.35s active window, 0.5s recovery for the parrier
    • Being parried costs 1.5s recovery and drops walkspeed to 4
    • ParryState uses incrementing tokens, so a stale parry cannot cancel a newer one
    • 10-second hard cap failsafe prevents a bad duration from locking sprint permanently
    • State clears on CharacterAdded, because attributes survive death

    Anti-exploit

    • Server verifies reported hitbox size against the expected size and rejects mismatches
    • ForceField check before any damage resolves
    • Damage never originates on the client — the client sends intent only
    • Team damage tracked separately in a T/DMG leaderstat

    Ranged

    • Bow and crossbow with separate handlers — BowHandlerServer.lua, 853 lines
    • Ammo persisted as player attributes, survives respawn
    • Arrow refund on a cancelled draw, fire-arrow variants
    • Holster welding with per-weapon CFrame offsets

    Knock and revive

    • Downed state instead of instant death, with a revive prompt and timed circle
    • The reviver auto-walks to the knocked player before the revive begins
    • Collision group swap and network ownership transfer while downed
    • ForceCleanupRevive and CancelReviveAsReviver as a single source of truth, so a mid-revive disconnect leaves no ghost state

    Ability-driven damage

    • On-hit effects Emberstrike and Venomous Touch apply damage over time (2 per tick, 1s tick, 15s)
    • Sets LastHitAt, which interrupts potion drinking — combat and consumables are linked
    • Per-ability cooldown UI pushed to the victim's client

    Environmental and config

    • Tiered fall damage: 20/30/40/50 studs → 20/40/60/100 damage
    • Every weapon has its own settings module with 23 tunable fields
    • 12 mobile buttons defined per weapon: Attack, Parry, Sprint, LeftDash, RightDash, Jump, ShiftLock, Interaction, Taunt, Kick, Foresight, Slide

04 — Also built

The rest of the tree.

Character & physics

  • Ragdoll system
  • Footplant IK for R6 (velocity-gated, slope-aware)
  • Corpse system
  • Directional leaning
  • Head movement
  • Breath system

Inventory & UI

  • Inventory system
  • Custom hotbar
  • Custom compass
  • In-game UI layout editor
  • Loading screen manager with generation tokens
  • Stamina bar

Progression & economy

  • Level and XP
  • Prestige
  • Tycoon games with upgrades and automation
  • AFK reward worlds
  • City builder economy

Resources & world

  • Mining with animations and rewards
  • Tree cutting, herb gathering, dynamic respawns
  • Furs and meat harvesting
  • Custom ownership zones
  • Doors
  • Water system

Vehicles

  • Garage and dealership
  • Car customization

Game modes

  • Obstacle adventure games with lobby, spectating, cutscenes, ViewportFrame avatars
  • Clicking simulator with rebirth, pets, save system

Services

  • Bug fixing and performance optimization on existing codebases

05 — Skills

What I work in.

Languages

  • Lua/Luau (advanced)
  • Python
  • Java

Core CS

  • OOP
  • Data Structures & Algorithms
  • Database Systems
  • Artificial Intelligence
  • COAL/CAO

Roblox

  • Game logic scripting
  • UI/GUI development
  • Client-server architecture
  • DataStore design
  • Cross-server sync via MessagingService
  • Performance optimization
  • Animation integration

06 — Reel

Systems, running.

07 — Contact

Have a system that needs building?

Based in

Karachi, Pakistan · UTC+5

Rates

Scoped per project. Send a DM with what you need.

Experience

IT Infrastructure Intern — Fauji Fertilizer Company Limited, Karachi (Jul–Aug 2026)

Six-week on-site internship with the Commercial Group at FFC Karachi.

  • Network infrastructure: switch configuration and structured cabling
  • CCTV network setup and maintenance
  • Data centre operations exposure
  • Worked alongside SAP-based enterprise systems

Also

BS Computer Science, Usman Institute of Technology, Karachi — graduating 2027

RawMoxie · Muhammad Uzair Waseem Chaudhry