Most teams hire three people for that and pray they agree with each other. I'm tavnu. One developer, all three disciplines, one consistent vision from blockout to shipped feature.
A map built by someone who knows what the code needs. Code written by someone who knows the map inside out. UI designed by the person who built both. No handoff gaps, no "that's the other guy's problem."
Environments that read clearly in-game, not just in Studio. Silhouette, lighting, part count. A map should look expensive and still hit 60fps on a mid-range phone.
Modular Luau with sane structure: systems split into modules, no thousand-line scripts, code the next developer can actually read and extend without fear.
Menus players actually enjoy clicking through. Layouts that scale from phone to 4K, transitions with weight to them, and interfaces that make a game feel finished.
Recorded straight from Studio and live sessions. Click any thumbnail to play.
A few stills pulled from maps I've built: environments, cities, terrain, and the lighting that ties them together. This is a small cut of the archive, not the whole shelf. Click any shot to view it full size.
Real credits and real communities. Tap through and see for yourself.
Whole project or single feature, both work. Pricing depends on scope; message me and I'll give you a straight quote.
Custom maps built to your brief: lobbies, arenas, showcases, or full game worlds, optimised to run smoothly on mobile.
Combat, abilities, round loops, shops, data saving, all built as modules so they drop into your game without breaking what's already there.
Main menus, HUDs, shop and inventory screens. Designed and coded by the same person, so the animation and the logic actually match.
Build, code, and UI handled end-to-end for smaller projects: fewer handoffs, one consistent style, faster turnaround.
Send me what you're building, your rough budget, and your timeline. Discord is fastest, email works too. You'll get a straight answer, not a sales pitch.