Full-time Roblox scripter / Quebec, Canada

About me

I am Zach. I have been programming for 11 years and scripting on Roblox for more than four of them, and it is my full-time job. I script whole games, start to finish, on a framework I wrote myself. The largest game I have worked on peaked at 157,103 players.

Zach
0Peak players on one game
0+Projects
0+Clients

Who you are hiring

One person, full time

This is what I do all day, every day. It is not a side project and it is not something I pick up when a commission lands. I work on Roblox full time, and when your project is paid and scheduled it gets worked on daily until it is done.

I have scripted hundreds of commissions for well over a hundred clients, from solo developers with their first game to studios with six-figure player counts. Most of my work now comes from referrals and returning clients. 41 of those clients left public reviews, averaging 4.96 out of 5, and I am happy to put you in touch with past clients if you want to ask them about me directly.

I care about this more than is probably reasonable. I would rather turn a project down than take it and do it halfway, so if I say yes, it is because I think I can make it good.

11 yearsprogramming
4+ yearsof Luau
300+modules in my own framework
41public reviews, 4.96 average
Referenceson request

I script whole games

97 things, and counting

The pricing page lists single systems because people ask for them, but a combat system or a UI pass is not the job I am best at. The job I am best at is the whole game: one person who designed every system to fit the others, accountable for all of it, from the first data save to the last menu. Everything below is something I have already scripted.

Whole games

  • Battlegrounds
  • Anime fighters
  • Simulators
  • Brainrot games
  • Tower defense
  • RPGs
  • Dungeon crawlers
  • Horror
  • Social deduction
  • Racing and drifting
  • First-person shooters
  • Obbies and stair races
  • Party and quiz games
  • Avatar and outfit games
  • Dig and collect games
  • Ranch and pet games

The framework under it

Open engine. Private framework.

Every game I take on is scripted on VZNCore, an entity component system framework I wrote from scratch and have been working on for months. It is the reason I can deliver a whole game in the time it takes most people to wire up a combat system: the parts that every game needs are already written, tested and fast.

The engine at the centre of it is open source. It is on my GitHub as the VZNCore template, MIT licensed, with its tests, its examples and a jecs comparison anyone can run. Use it, read it, tell me where it is wrong. The framework around it is private. It is not sold and it is not on the marketplace. The only way to get it is to hire me, and it ships inside your game with your project.

Around the engine there are over three hundred modules I have written and reused across projects: networking and replication that only sends what changed, player data, combat and movement foundations, optimization tooling, and a private package registry they are all versioned in. I benchmark the engine against jecs, the fastest open ECS on Roblox, every time I change it, and I publish every row, including the ones I lose.

Open source engineMIT on GitHub, with the tests and the benchmark harness
Archetype ECStyped components, relationships, sparse storage
Replicationsends only what changed
Server authorityevery client request validated
Testedautomated suites run on every change
Documentedyou get the docs with the code

What it costs

Said plainly

I am not cheap. My prices are above average for Roblox scripting and I would rather you hear that from me now than find it out in a quote. If the budget is the most important thing about your project, I am probably not the right person, and that is fine.

What you get for it is work I will stand behind: server-authoritative, exploit-checked, typed, tested, documented, and handed over in a state another scripter could pick up. I guarantee the quality. You pay per milestone at a fixed price agreed before I start, so the number never moves on you. The full price list is here.

What I need from you

Before we start
Required

A game design document

I need a GDD before I quote and before I start. It does not have to be pretty, it has to be complete: what the game is, what each system does, and what done looks like. It is what the price is based on and what I deliver against.

Required

Professionalism

Clear scope, paid invoices, and respect in both directions. I answer properly, hit the dates I give, and tell you early when something will not work. I ask for the same back.

How I work

Voice calls

I like to get on a call. Ten minutes of talking through a system saves a day of messages, and it is the fastest way for you to find out whether I know what I am doing.

How I work

Test versions as I go

You get playable test versions and video at each milestone, so you are reacting to the real thing in your hands and not to a description of it.

How I work

Temporary assets are fine

You do not need finished art for me to start. I am happy to script against placeholder models, animations and UI, and swap the real ones in when your artists deliver.

How I work

Updates by milestone, not by the hour

I work on paid projects daily. What I do not do is hourly check-ins, live screen sharing or pushing code as I type. You hear from me when there is something worth showing.

How I use AI

A tool, not a replacement

I use AI, and I would rather tell you how than have you wonder. It is an accelerator and a way to explore, not a substitute for knowing how to script. I use it to make temporary assets so a system can be tested before the real art exists, to try three approaches to a problem in the time one used to take, and to turn a pattern I have already proven into a reusable module, with tests and measurements that say whether it is actually better.

What it does not do is make decisions. The architecture, the networking model, what is trusted and what is validated, and every line that ships in your game are mine, read and understood by me. If I cannot explain a line of your code to you, it does not go in.

How I script

Stack & standards
ModularOOPZapMVCGitHubRojoProfileStore
STEP 01

Plan

Break the feature into milestones, confirm scope, and lock acceptance criteria before a single line of code.

STEP 02

Prototype

Vertical slice focused on feel and performance. You play it early so feedback shapes the build, not patches.

STEP 03

Polish

UI flows, SFX/VFX, animations, and QA passes until every edge case is handled.

STEP 04

Ship

Final playtest, rollback plan ready, and clean handoff with documented APIs and usage examples.

Who I've worked for

All clients
{RTQ} - Shadow Reign
1k Online7.2k Members
Project JoJo 2
8.3k Online24k Members
Exedra Games
2.1k Online30k Members
Anime Legends Simulator
2.2k Online13k Members
[CC] New Seas | Hub
3.1k Online9.7k Members
{RTQ} - Shadow Reign
1k Online7.2k Members
Project JoJo 2
8.3k Online24k Members
Exedra Games
2.1k Online30k Members
Anime Legends Simulator
2.2k Online13k Members
[CC] New Seas | Hub
3.1k Online9.7k Members

How to work with me

Message to delivery
STEP 01

Reach Out

Message me on Discord (vznzach) with your game design document and any references. A paragraph is enough to find out if we are a fit; the GDD is what I quote from.

STEP 02

Scope & Quote

I break the work into milestones with clear deliverables and a fixed price per milestone.

STEP 03

Script

I work on your project daily. You get video and a playable test version as each milestone completes, and quick replies in EST.

STEP 04

Deliver

Final playtest, clean handoff, documented code. Post-delivery support included.

Payment

Fixed price per milestone

You pay per milestone, no hourly rates, no surprises. Wise (preferred) or PayPal, clear breakdowns either way. 100% upfront on every invoice, no work starts until it's paid. USD only, no revenue share during development. Learn why →

Timeline

Milestone cadence

Small features: 1 to 3 days. Medium systems: 3 to 7 days. Large frameworks: 1 to 3 weeks. I work on paid projects every day, and you get a video and a test version at each milestone.