
Deckno_Shade's Archive
About me
I'm a Roblox developer who has successfully shipped 2 Games, specialize in Interface integration, heavy back-end architecture, server-sided security, and framework expandability. I've been on Roblox for 6 Years and I consider myself a veteran, outside of scripting, I'm well rounded with Roblox Studio: I'm capable of creating interface design, visual effects both 2D and 3D, map building and anything within the ranges of Roblox studio, I know it. I even have experience with outside creation platforms like photoshop, blender, and much more. If you're interested in more, please feel free to message me for more information, everything you see is front-end professionalism but if you're interested in more work I'd be happy to showcase!
Commissioned to create a dishwashing mechanic for cooking game.
I created an expandable pathfinding system using A*'s pathfinding algorithm. For a potential future passion project I'm working on.
The Concentration Game (CLOSED)
A round-base game based on the real life game, "Concentration Game". Players are required to select a category and users must guess a subject within that range of that category. I used an Artificial Intelligence A.P.I to verify subjects from selected topics.
This particular commission wasn't a fix but rather a back-end adjustment to an already existing system. I helped with client-server close distance detection, I'll give an explanation of what I mean below. If you don't care though, this is the game I helped out:
(Skip to :50 to understand context) The situation for my commissioner was that the bomb passing system seemed too unfair. Especially with users who had higher latency (100 - 200 ms delay). So the recurring problem was that players with high latency, even marks of 50ms which is considered average, noticed that they would definitely "hit" a user essentially passing the bomb on their screen but because of their latency they would move positions so the server registered their input when their out of position.
My fix was giving the client more trust with restrictions. If the client had higher signs of latency then we would give the user more detection space, If the detection distance was 5 studs then we would use that as the base and add off that based on the users latency. Of course there were still server restrictions so players wouldn't just pass down whatever position they deemed true.
Scripted Systems by Deckno_Shade, to observe more please take a look at my game on Roblox! (Everything displayed in the video was created by me, except for the rigs, and leaderboard system)-Tutorial: scripted interface, demonstrated visual and verbal instructions guiding the user through the first minute of the game.-Building System: scripted an expandable building system which includes a block rotation mechanic, custom building camera, dragging mechanics, and mobile compatibility.
-Global RNG shop: A crate system designed to provide the same stock of crates across every server every 5 global minutes, Inspired by the global shop in Grow A Garden
-Storm Animation (FRONT_END) Commission
-Lucifier Animation (FRONT_END) Comission
Created front-end work for Card RNG, a game that had around 2.5K CCU back in 2024
Pricing
T.B.D (To be determined), You must provide a task list of what's needed to be completed in order for me to properly assess the estimated duration of the commission, be extremely clear with your scope for precise pricing estimations. (I'm not accepting salaries, for full time projects please review Tier 4 below). I ACCEPT PAYPAL, ZELLE, CASHAPP. (OPEN TO OTHER PAYMENT FORMS)
Tier 1: Small Systems, 5k-15k Robux/$15-$50 USD, estimated time duration: 30 min - 3 hours
Examples of assessed small systems: leaderboards, admin commands, small add-ons to pre-built systems, basic UI logic like animations, SFX integration. Basic function optimization.
Tier 2: Medium Systems, 15k-50k Robux/$50-$175 USD, estimated time duration: 3 hours - 10 hours
Examples of assessed medium systems: Inventory system (Search, item display, item actions, inventory state, Interface configuration), simple combat system, shop systems (direct purchases, search, designed to hook purchases to game pre-built framework.
Tier 3: Large Systems, 50k-150k Robux/$175-$525 USD, estimated time duration: 10 hours - 40 hours
Examples of assessed large systems: Building systems, expandable combat systems, AI related mechanics, new game frameworks, server-sided optimization, heavy security system, procedural generation systems, heavy rig integration.
Tier 4: Entire projects, 150k-400k+ Robux/$525- $1400+ USD, estimated time duration: 1 Week - 5 Weeks
Examples of assessed projects: an entire simulator game, making game templates, new game ideas, tycoons, sandbox games, small MMO games. Full commitment to a project. Note, I don't do year long projects because deadlines vary heavily, I'm willing to consider if a pre-existing team is in place, prices will be determined.






