
Ascend Tower For Brainrots
Creation of the game from scratch, entire scripting of the project handled by me.
VIEW PROJECTIMMERSIVE EXPERIENCES & GAME DESIGN
I'm Léo «JaimeLeZb0ub» on Roblox. I've been developing games and systems on the platform for 5 years now. I hold a Master's in Computer Science (5 years of study) specialized in video game creation on Unreal Engine 5, including a year of studies in Berlin.
— Léo

Creation of the game from scratch, entire scripting of the project handled by me.
VIEW PROJECT
Commissioned as the lead scripter, I collaborated closely with the game designer to rapidly develop this cookie-clicker genre game. All scripting and core mechanics were implemented by me, delivering a polished incremental gameplay experience.
VIEW PROJECTProcedural title screen animation designed for 'Soul Reborn', a turn-based Roguelike MMORPG where I served as the lead scripter.
A comprehensive mining mechanic featuring a custom pickaxe tool with gradual ore destruction. Integrated with a robust inventory system for item collection and management.

Ability engine, allows the creation of kits that can be distributed to the player dynamically, part of a combat system. Designed as a front-end showcase an ability named 'Pika Dash', allowing the user to aim for a target, and the ability zig-zags to it, ending in a final kick.
Comprehensive pet system featuring unique IDs, custom models, and dynamic animations. Each pet has randomized core stats with min-max ranges (e.g., Dog pets grant 10-15x coin multiplier). Includes anti-duplication protection, intelligent terrain-adaptive following mechanics, and polished UI design.
Designer-friendly spawning system with configurable zones and crate types. Non-technical users can define spawn zones, set crate frequencies, respawn timers, and movement speeds. Each crate type features customizable loot tables with luck-based drops and unique models. Fully integrated with the pet system, allowing pets to attack and break crates.
Advanced character controller featuring a three-state acceleration system (walk, jog, sprint) with realistic inertia and smooth state transitions. Includes momentum-based sliding mechanics and dynamic edge climbing/hanging system. Part of a larger game prototype currently in development.