Server-authoritative gameplay systems built to scale and stay fair.

Case-opening loops, trading, economy, progression, and the in-game UI that drives them — scripted with the server in control and the client kept honest.

How I plug in.

Core Gameplay Loops

Case opening, rolls, and economy logic decided and validated entirely on the server.

Trading & Economy

Player-to-player trading and economy systems designed to close the windows dupes rely on.

Progression & UI

Data-driven quests, progression, and a reusable UI framework so new content ships fast.

Numbers from real gameplay work.

31k
Peak players supported
Server-authoritative
Default architecture
Millions
Case opens processed
Dupe-resistant
Trading & economy

Gameplay case studies.

Deep-dive write-ups with architecture, trade-offs, and impact.

Words from the people I ship for.

Highly recommend cow, was always able to meet deadlines and produced quality work each time. Had a great experience working with him.

Dragon — Founder of DragonTStudios

Got a system that needs to scale?

Whether it's a new gameplay system, a game update, or a backend that's buckling under player count — let's scope it and figure out how to make it hold up.