PricingUI scripting
Menus, HUD, shops and inventories wired up and animated from your designs. You or your designer make it look right; I make it work, move and scale on every device.
UI scripting is two jobs. The visible one is motion: tweens, counters that roll, hover states, transitions that make a menu feel expensive. The invisible one is wiring: the shop that talks to the server, the inventory that reflects real data, the HUD that never shows a number the server does not agree with.
I script both. I do not design the UI itself. Send the designed frames in Studio or as images, and they are scripted as designed.
Scripting only. You bring the animations, VFX, sounds, models and UI art; I write every line of the code that makes them work.

Implemented server wave loop, config-driven design, replicated state, skip flow, lifecycle, client UI, attribute-driven UX. RECV with 500 mobs → 10.

Simulator build, end-to-end client/server systems with Zap messaging across movement, AFK, shop, rebirth, packs. Brain-rot keywords: simulator, AFK grind, rebirths, boosts, spins, leaderboards.

UI, combat, movement, skills, cutscenes, full stack, impacts.

Dialog NPC, UI animations, cutscenes, backend datastore, selection system.

Server wave loop, config-driven, replicated state, skip flow, enemy lifecycle, client UI, attribute-driven UX, FE UI.

Dashing, running, 8-way walking, parry/counter/clashing, cutscene ultimate, rocks/dust/ragdoll/death, UI scripting.
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