Yo. I'm ModuleXC — scripter with 6+ years in Roblox Studio, started in 2019 by dissecting tutorial code line by line without knowing English.
Today I build real architectures — modular server/client frameworks, network layers, combat systems. My current project hits 50k+ lines of code and is shipping soon.
▶"How did you actually get this good?"
▶"What's the biggest thing you've built?"
▶"Let's build something together."
▼
6+
Years of XP
50k+
Lines Written
2+
Live Projects
∞
Modules Shipped
SKILL TREE
Skill Tree
Lua / Luau
OOP, metatables, coroutines, typed Luau. Dissected 11-programmer codebases to extract real patterns.
★★★★★ 95%
Legendary6 yrs
Roblox Studio
Full-cycle: TDS, simulators, battlegrounds, UI, modelling, animations — all solo or as lead scripter.
★★★★★ 93%
Legendary
Combat Systems
Hitboxes, combos, animations, damage tuning — from TDS turrets to battleground melee and kill animations.
★★★★★ 92%
Epic
Architecture
Custom server/client frameworks, network layers, anti-cheat — built by reverse-engineering top Roblox games.
★★★★★ 90%
Epic
Programming
Algorithms, data structures, new languages — growing beyond Roblox into general software development.
★★★☆☆ 60%
GrowingIn Progress
UI / UX Design
Game HUDs, animated menus, inventory screens — from TDS interfaces to this portfolio itself.
Hired via TalentHub after a dev found my portfolio. Worked on an RPG with an interesting movement and combat system — first time combining RPG mechanics with action-style combat. Left a strong impression; still in contact.
RPGCombatMovementTalentHub
GAME HISTORY
My Journey
2019 ● START
Zero English, 100% Curiosity
Jumped straight into a TDS project from tutorials — no English, no experience. Dissected every line I copied until it made sense. Also picked up UI, modelling and animation along the way.
2020 ● LEVEL UP
Second Run, Better Code
Returned to TDS with sharper instincts. Code was clicking more — but there were still blind spots. No AI back then, pure trial and error.
2021–2022 ● GRIND
Breaking Tutorials On Purpose
Third TDS attempt — this time I improvised. Found weaknesses in the tutorial code, rewrote them with my own logic. Stopped following and started leading the script.
2023 ● PRESTIGE
Battleground & First Team
Launched a Battleground project, assembled a team of testers. Animation, building, UI, scripting — all solo. Spread too thin, discontinued it. Painful, but it taught me what I was missing.
2024 ● ARCHITECTURE
Modules Clicked. For Real.
The Battleground's collapse made it clear — architecture matters. Started understanding modular structure on a deeper level. Hadn't fully committed yet, but the foundation was forming.
2025 ● EVOLUTION
Real Clients. Real Code.
Helped Kivotos Tower Defense (same tutorial I learned from). Got hired on RetroTrap: Time Leak — first RPG combat project. Reverse-engineered TDS's 11-dev codebase and built my own framework. Joined Terrible Mouse RP — full refactor + custom anti-cheat that made the game unkillable.
2026 ● NOW
Femboy Realm + Building a Business
Deep in Femboy Realm — 50k+ lines, full modular architecture, shipping soon. In alliance with a strong animation studio. Started studying general programming and laying groundwork for my own dev business.