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.

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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Break the feature into milestones, confirm scope, and lock acceptance criteria before a single line of code.
Vertical slice focused on feel and performance. You play it early so feedback shapes the build, not patches.
UI flows, SFX/VFX, animations, and QA passes until every edge case is handled.
Final playtest, rollback plan ready, and clean handoff with documented APIs and usage examples.








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.
I break the work into milestones with clear deliverables and a fixed price per milestone.
I work on your project daily. You get video and a playable test version as each milestone completes, and quick replies in EST.
Final playtest, clean handoff, documented code. Post-delivery support included.
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 →
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.
Age Requirement: If you are under 18 years old, your legal guardian MUST review and agree to these terms.
About Signing: If you (or your legal guardian) do NOT wish to sign a formal contract/NDA, you must still agree to all terms before hiring. However, without a signed contract, I ONLY accept:
NO PayPal Goods & Services without a signed contract. All terms, refund policies, and legal protections apply regardless of whether a contract is signed.