CoderMitchell
Complex problems.
Clean solutions.
Real scale.
I'm Mitchell — a software engineer and game developer. I've cofounded content studios, led teams, shipped hundreds of products across Minecraft and Roblox, and built the backend systems behind games with 1.5M+ concurrent players. Now I'm building independently.
Real products. Real players. Real scale.
Products I've built, scaled, and operated — from zero to millions of players and millions in revenue.
BIG Games · Lead Developer
Pet Simulator
Lead developer across Pet Simulator X, PS99, Pets Go, and Steal a Pet. Built the backend infrastructure, internal tooling, and live-service systems behind one of Roblox's biggest franchises.
1.5M+ Peak CCU · 12B+ Total Visits · 130+ Updates
See What I Built →Brand Partnerships
Cofounder & Lead Developer
CinemaCraft
Cofounded a content studio producing 500+ Minecraft videos for YouTube's biggest gaming creators. Led development, managed a 15-person team, and ran production for 3 years.
500+ Videos · 3.2B+ Views · 15-Person Team
See the Full Story →Lead Developer & Project Manager
Minecraft Marketplace
Led development and production of 68 Minecraft Marketplace products from concept through Microsoft's review process — partnering with creators totaling 130M+ subscribers.
68 Products · 2M+ Purchases · Millions in Revenue
See the Production Pipeline →LiftoffGames
Minion Simulator
Built a Roblox game from scratch under LiftoffGames that gained serious traction on the platform — the track record that led to being recruited into BIG Games.
51M+ Visits · 148K Favorites
Read More →51M+
Total Visits
148K
Favorites
Current Project
RoWatcher
A Roblox intelligence platform tracking the full game catalog — live player counts, visit trends, revenue estimates, and breaking news across 9.5M+ games.
9.54M Games Tracked · 1,324B+ Total Visits · 100+ Articles
Visit →Platform Live
Things I've learned building at scale.
Technical writing on distributed systems, live-service engineering, and lessons from operating products with millions of players.
The Types of Tools You're Missing
A framework for spotting the internal tools most live games are missing, from aggregation and correlation surfaces to workflow and decision tools that reduce operational drag.
Read →How AI Made DataStore Version Forensics Practical
How AI-assisted toolbuilding turned DataStore version history from a theoretically powerful investigation method into something practical enough to use routinely for profile integrity, security review, and incident reconstruction.
Read →How I Receive and Process Roblox Commerce Refund Events
A walkthrough of the refund pipeline behind Roblox commerce products: signed webhook verification, idempotent order processing, per-user queueing, DataStore-backed clawback delivery, and exact in-game removal keyed to the original purchase receipt.
Read →DataStore Write Correctness: Handling Timeout-But-Committed Operations
Why the common "try the write, refund on failure" pattern in Roblox DataStore produces incorrect state — and the correct approach using cache-bypassed verification reads.
Read →ProcessReceipt and the Two-State Problem
Why Roblox's two-state ProcessReceipt contract creates unresolvable failure modes where developer products cannot handle permanently invalid purchases — and what the API needs to fix it.
Read →Let's build something.
I'm open to the right conversations — whether that's engineering for a live product, systems design, a technical partnership, or something I haven't considered yet.
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