Ohio, United States
Matthew Johnson
Senior Roblox Gameplay Engineer
I'm an experienced game developer based in Ohio, with a focus on full-stack development, systems architecture, and gameplay engineering.
About Me
Design for scale
I design architecture that scales with the project, player demand, and development team while staying easy to understand, extend, and maintain.
Modular automation
I build modular, automated systems that can run themselves, expand through clear extension points, and reduce hands-on maintenance.
Build reliably
I favor defensive, deterministic systems that are easier to debug and less likely to fail around player data, rewards, and LiveOps.
Collaborate & adapt
I choose patterns that fit the problem, work well with collaborators, and keep learning as the project and team evolve.
LiveOps-ready
I build reliable tools and systems that help teams ship updates, events, and content safely while keeping ongoing maintenance manageable.
Skills
Experience
June 16, 2025 – August 28, 2026
e.l.f. UP!
Official e.l.f. Cosmetics brand experience on Roblox, built around tycoon progression, questing, crafting, UGC, and live activations.
Helped create and relaunch the 2.0 experience while maintaining 1.0 LiveOps in parallel. Launched numerous brand activations tailored to real life products and events, built scalable back-end systems, and supported & implemented new gameplay systems, event delivery, and UI-facing foundations for ongoing updates. The experience reached a peak of 10.8K concurrent players.
Visit experienceJune 13, 2025 – July 2, 2025
The Hatch Cutscene Pipeline
Built the cutscene front-end system for a Roblox event production.
Wired all of The Hatch cutscenes into the game so they could play in the live experience.
Watch demoAugust 11, 2024 – July 2025
Meme Fruits
Blox Fruits-type PvPvE action RPG that needed both gameplay feel and technical support under live player traffic.
Built gameplay features and systems while leading their design in collaboration with the lead engineer. Helped maintain LiveOps systems at scale under live player traffic, and created custom UIs for the front-end systems I owned. The experience peaked around 9.2K CCU.
Visit experienceAugust 20, 2025 – May 31, 2026
Escape Rooms
Built puzzle rooms and improved UI, back-end systems, monetization, onboarding, and LiveOps support.
Visit projectAugust 20, 2025 – May 31, 2026
Skate Speed Race
Refreshed UI, rewrote core flows, greatly optimized, expanded gameplay features, and improved onboarding and live update support.
Visit projectFoundational Personal Project · Aug 10, 2020 – Paused Jun 4, 2024
Deadzone Eternal
My first major game project and the foundation of my development career. Spearheaded the game design, full-stack programming, game development, and all UI work as the sole lead developer, while also contributing to animation, level design, sound design, and worldbuilding. UX direction was shared between me and a close collaborator.
Deadzone Eternal supercharged my experience and what I know today, from building gameplay systems and player-facing experiences to shaping a complete game from the ground up. Development began on August 10, 2020 and has been paused since June 4, 2024.
Visit projectProjects
Open Source Project
ModuleForge
Open-source Wally packages focused on reusable systems and cleaner developer workflows.
Open Source Project
Sequena+
AI-assisted redesign of an MIT-licensed Roblox/Luau networking library, led from architecture through validation and package delivery.
Designed typed packet APIs with schema-driven serialization, deterministic packet identity, reliable and unreliable delivery, delta encoding, batching, and request/response communication.
Added server-authoritative runtime validation, bounds checks, configurable payload limits, malformed-data rejection, and per-player rate limiting. Built functional coverage for primitives, Roblox values, tables, composites, dynamic values, and client/server flows, plus transport benchmarks and VitePress documentation.
Technical Proof
UGC Claiming Back-End
Server-side reward flow built for real event and entitlement pressure.
Reactive Quest Tracker UI
A compact example of player-facing UI, reactive state, and gameplay clarity working together.
Cooldown Throttling & Cleanup
Utility-focused code for stable runtime behavior, throttling, and safe cleanup patterns.