CoderMitchell
Complex problems.
Clean solutions.
Real scale.
I'm Mitchell, a software engineer and game developer. I've cofounded content studios, led teams, and shipped hundreds of products across Minecraft and Roblox. Today I'm the lead developer on Pet Simulator at BIG Games, running backend systems behind 1.5M+ concurrent players, while independently building RoWatcher, a Roblox intelligence platform.
Selected work.
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. I build the backend infrastructure, internal tooling, and live-service systems behind one of Roblox's biggest franchises. Since January 2026, I'm the sole developer shipping it.
1.5M+ Peak CCU · 12B+ Total Visits · 134+ 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 · 130M+ Partner Subscribers
See the Production Pipeline →LiftoffGames
Minion Simulator
Built a Roblox game from scratch under LiftoffGames that gained serious traction on the platform. It became the track record that led to being recruited into BIG Games.
51M+ Visits · 148K Favorites
Read More →51M+
Total Visits
148K
Favorites
Current Project · Founder & Developer
RoWatcher
A Roblox intelligence platform tracking the entire platform: live player counts, visit trends, revenue estimates, and breaking news across the full game catalog.
Full-Catalog Coverage · 1.69T Visits Tracked · 100+ Articles
See the Case Study →Platform data · Jul 7, 2026
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 →About.
I started in Minecraft content, cofounding CinemaCraft and producing for some of YouTube's biggest gaming creators, then moved into building the games themselves. That led to Minion Simulator, and then to BIG Games, where I'm the lead developer on the Pet Simulator franchise.
On the side I run RoWatcher, an independent intelligence platform for the Roblox ecosystem. Across all of it, the throughline is the same: backend systems, live operations, and tooling for products with millions of players.
Let's build something.
This form is for business and engineering inquiries: work on a live product, systems design, a technical partnership, or something I haven't considered yet.
Message sent.
Thanks for reaching out. I'll get back to you soon.