Azrendor

Azrendor

Roblox Systems & Gameplay Programmer

Summary

I’m a Roblox developer from South America with three years of experience building structured and scalable game systems.

I specialize in gameplay programming and systems architecture combat, AI, weapons, and modular frameworks with a focus on clean, extensible design built on OOP principles.

Get in touch

Contact me via Discord, you can visit my GitHub for code examples.
Available for commission or consulting.

Backend & data.

Backend & data.

Robust Roblox data models and distributed systems.

Robust Roblox data models and distributed systems.

Combat systems.

Combat systems.

Custom state-based combat and gun logic.

Modular codebase.

Modular codebase.

Extensible and scalable architecture.

Extensible and scalable architecture.

Tools

Work Experience

Work Experience

Sky Fighters - Roblox Developer (Contract)

56k DAU · 55M+ Visits · 400k Group Members.
Improved the organization of the powers system by centralizing fragmented power logic into a manager and registry structure. Reestructured power implementations as standalone modules to improve maintainability.

Starlight High 2 — Roblox Developer (Contract)

Audited a Roblox codebase and optimized for performance and stability, using MicroProfiler, Analytics, and script profiling to identify CPU, scripting, and rendering bottlenecks. Fixed scaling issues through event connection cleanup and render-loop culling, traced a client/server sync bug to its root cause, and recommended AnimationController migration for NPC systems to reduce overhead.

Projects

Projects

RoundKit

RoundKit is a framework for building round-based games on Roblox. It models a round as a collection of phases, so you can define how a match progresses: lobby, countdown, active play and results without tangling that flow into your gameplay code. Unit tested, with documentation generated via Moonwave.


Code and documentation available on GitHub

AI Service

Developed a scalable enemy AI framework for a wave survival game. It supports 30–50 concurrent agents, uses flowfield pathfinding for movement, and includes an engagement token system that distributes attackers across players.

Detailed overview in my GitHub

Developed with Object Oriented Principles.

Magic Third Person Shooter

This video showcases my in-dev magic third person shooter.
The video demonstrates: shooting, reloading, VFX handling, classes, magic skills and their obtainment

Code snippet availabe on GitHub

Developed with Knit.

Inventory System

Modular Inventory System, developed for a commission in under three hours.

Code available on GitHub

Developed with Object Oriented Principles.

Entity System

Modular entity architecture supporting players and NPCs.
Component-based design (Data, Equipment, Appearance, StateMachine).
Showcases a combat gameplay developed with the StateMachine.

Developed with Object Oriented Principles.

Emote System

Modular emote system with gamepass and developer products integrations, uses ProfileService for data.

Developed with Object Oriented Principles.

Gun Framework

Modular Gun Framework Prototype.

Developed with Object Oriented Principles

Event System

Lightweight event framework, includes a Meteor Rain prototype.


Developed with Knit.

Combat System

Features basic light attack combo, critical attacks, parrying, dodging and iframes.



Developed with Object Oriented Principles

Terms of Service

Terms of Service

For commissions:

  • It’s your responsibility to provide as many details as possible before we start the work. Additional fees will be charged if you request changes outside the original agreement.

  • I reserve the right to showcase the work on my portfolio unless otherwise agreed.

  • The final product will only be delivered after full payment is received.

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