Sukuna Emote
Scripted Sukuna emote system with radial selection UI and in-game effects.
Roblox scripter, animator, VFX, builder, and 3D modeler
I build UI, emote systems, movement, VFX, maps, and Blender assets for Roblox games.
A few projects I am most happy with.
Scripted Sukuna emote system with radial selection UI and in-game effects.
Matchmaking menu with sidebar navigation, settings tabs, and Play button.
Custom defeat overlay with respawn progress bar and HUD framing.
Mostly UI and emote systems, plus movement and gameplay scripts.
Sidebar menu with Shop, Quests, Inventory, Abilities, Settings, and Play.
Climbing mechanics on a stylized platforming section with arrows and cloud scenery.
Regional matchmaking UI on a showcase baseplate with sprint smoke effects.
OUTRUN lighting ability movement with cyan trails and foot smoke.
Scripted Sukuna emote system with radial selection UI around the player.
Sukuna emote system paired with scripted ground and border effects.
Quest window with daily, weekly, and exclusive tabs plus reward claims.
Inventory grid with search, filter, delete, and equip controls.
Matchmaking menu with sidebar navigation, settings tabs, and Play button.
Custom defeat overlay with respawn timer and corner HUD brackets.
2D-style movement with a trailing smoke effect on a test baseplate.
Emotes and movement animations made in Blender for Roblox.
Fortnite Electro Swing dance recreated on an R15 rig in Blender.
Fortnite Take the L emote with IK leg targets and full-body keyframing in Blender.
Fortnite Hype emote with dynamic poses across the full timeline.
Fortnite Bugha emote recreated on an R15 rig in Blender.
Luffy Gear 2-style emote with a long keyframed sequence and graph edits.
Sukuna-inspired emote with upper-body and torso keyframing in Pose Mode.
Gojo-inspired emote built with IK foot targets and full-body motion.
Static upper-body emote loop keyframed in Blender for Roblox export.
Particle and trail work, mostly tied into scripted systems.
Radial ability menu wired up with VFXForge assets. Effects are not custom-made.
Maps, lobbies, and environments built in Roblox Studio.
Multi-island spawn area with plot claiming, pools, and bridges.
OUTRUN neighborhood area with arched sections, speed pads, and cloud layers.
Another angle of the OUTRUN neighborhood with clouds and greenery.
Pool map with shells, bubbles, seaweed, and a custom item hotbar.
Blender work for OUTRUN, a game lobby I modeled. Same map, different angles.
Main lobby interior I modeled for OUTRUN. Optimized to ~160k tris.
Another angle of the OUTRUN lobby with dome structures and rock field.
Wide exterior view of the OUTRUN lobby and surrounding rocks.
Interior viewport looking out at the lobby rock formations.
Lobby zone with Train archway, shop counters, and planter details.
Central plaza with Abilities, Cosmetics, and trophy display areas.
Symmetrical duel room with skylight, crystal ceiling, and 1v1/2v2 signs.
Duels gateway with 1v1, 2v2 zones, and a Daily Rewards station.
Main entrance arch with OUTRUN signage, pipes, and crystal trim.
Circular spawn pad with hologram displays and cavern walls.
Leaderboard room with monitor rig, cables, and a central display platform.
I focus on UI, emote systems, movement, and clean delivery with regular updates.
Direct updates and honest timelines.
You always know where things stand.
Clean files and a clear handoff.
Videos and screenshots during builds.
Readable code and organized assets.
Work that matches what we agreed on.
A simple path from first message to final delivery.
Share what you need, any references, and your timeline.
I send a price and delivery estimate before work starts.
I work in organized files with clear milestones.
You get videos and screenshots to review progress.
Full files are sent after final payment is confirmed.