Roblox developer and project lead specialising in immersive military, SCP, AI and combat experiences, with additional experience in 3D modelling, team management and community support.
I serve as a developer and project leader for Roblox and have experience in the creation of immersive games focusing on military, SCP, and AI themes. Among my projects are RythOS, Rhodes, and Afterstrike, for which I was responsible for developing the environments, gameplay systems, the interactive features, and the cinematic presentation.
I have also had experience in managing development projects and in working with other people by assigning them tasks, conveying ideas and keeping an eye on the project's direction. Together with my own development work, I have provided support to a PMC/MILSIM group as a paid 3D modelling and development assistant, producing assets and helping out the main development team.
The strong communication, organisation, teamwork and problem-solving skills that I have developed are the result of my experience in managing FiveM servers and taking part in high-end events.
September 2026 - Present
Портфолио UZGem
My job involved producing and preparing 3D models for the game, helping to develop the environments and equipment, and modifying the assets to match the project's visual style.
Present
Vesper Tech
RythOS and Rhodes were Roblox facility projects founded and led by me, involving development management, team coordination, AI systems, immersive environments and interactive gameplay.
2024 - 2025
Vine and Dine
At luxury weddings and private events, I provided friendly, professional service by welcoming guests, meeting their needs and working with the catering team to create a positive experience.

Rhodes was an early project for the Roblox SCP Foundation focused on ARGUS, an artificial intelligence which was in charge of managing the site and its operations. The project was intended to be an immersive containment facility with a number of departments, structured floor plans, administrative areas, security systems and scripted interactions.
Rhodes looked into the possibility of setting up a facility in which advanced technology and organisational systems were closely integrated into daily operations, and ARGUS was to function as the facility's central intelligence by keeping an eye on the personnel, the containment procedures and the site infrastructure.
But the history of the project took a darker turn when ARGUS became corrupted or malfunctioned, resulting in the facility's failure. This failure then became a significant element in the project's backstory and ultimately brought about the establishment of Site - Rythos.
Afterstrike is an escape game based on a narrative that takes place in a secret military research facility, in which the players control an experimental subject who is trying to get away while fighting the organisation that made them.
What makes the game stand out is the "Afterstrike": each punch produces a delayed shadow echo which repeats the attack from the player's original position. As a result, combat becomes a game involving timing, prediction, luring the opponent and moving around rather than just pressing the buttons. The present prototype has server-authoritative fists-only R6 combat, together with the ability to block, dodge, have stamina, suffer a stun, experience knockback, feature cinematic combat effects and include an objective-based escape system.
In my capacity as a developer with a PMC/MILSIM group, I was involved in the design, development and maintenance of the group's in-game systems and the gameplay environment. My duties consisted of developing and enhancing various features, testing new content, spotting bugs and collaborating with other staff members to make sure that the updates were functional and appropriate for the community.
I also acquired experience in balancing technical development with the requirements of the players and the staff, which meant taking in feedback, troubleshooting problems, making improvements according to player experience, and assisting in keeping a consistent and immersive military environment.
The fact that I took part in the group gave me hands-on experience in working with people in leadership, the development team and the community staff.