MCHub
Gameplay developer · Sep 2023 → Present
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Primary gameplay developer across the network.
Top contributor to the gameplay codebase, working in Groovy on the prison and skyblock servers and in Java on the standalone dungeons plugin.
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Shipped major gameplay systems.
Skin trade-up, crates, battle passes, pets, totems, robots, gangs, and more, with new multipliers and bonuses wired into every path they should affect so they stack correctly.
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Built the dungeons gamemode’s content.
Ascension enchants, sword-skin cosmetics with tier buffs and abilities, flying scrolls, coinflip wagering, a shared guild vault, and bosses that chase players through their dungeons.
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Ran recurring live events.
A community boss framework and in-game mayor elections (weekend voting, live vote bars, bribes), plus weekly rotating limited crates and skins.
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Protected the in-game economy from dupes.
Trades, loadouts, and reward redemptions run through an anti-dupe controller, and trade-up avoids items entirely by writing balances directly behind a per-player lock. Read the full breakdown →
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Built a granular feature-flag system.
Every feature, and every breakable slice of it, gets its own flag, so a broken system can be switched off live in production without a restart. Read the full breakdown →
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Optimized the server’s hot paths.
Profile with LagFinder and spark, then cut the waste: cache closure lookups, avoid allocations, kill dynamic dispatch, and batch high-frequency writes. Read the full breakdown →
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Kept the network smooth at scale.
Batched Redis reads with
MGET, replacedKEYSscans withSCAN, built a fake-player load test, and export metrics to Grafana, with heavy work on the regionised world threads instead of one global tick. -
Wrote cross-server frameworks.
A currency-multiplier registry that centralizes how currencies stack across sources, and a network-wide alert system.