MCHub

Gameplay developer · Sep 2023 → Present

See MCHub's features
  • 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.

  • 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.

  • 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.

  • 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.

  • 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 →

  • 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 →

  • 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 →

  • Kept the network smooth at scale.

    Batched Redis reads with MGET, replaced KEYS scans with SCAN, 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.