Loading...

Welcome to the portfolio

Hello, my name is Rich, also known by my alias Tensionist. I have been actively developing on the Roblox platform since 2018, with the ultimate goal of establishing myself as a successful software engineer.

Over the course of eight years, I have expanded my expertise across various platforms and significantly broadened my knowledge of multiple programming languages.

My Projects

C:\Studios

C:\Studios is a software development and publishing business founded in 2024, originally conceptualized in 2019. It was created to support independent developers while building innovative game systems and software solutions. The company has since expanded to host and manage servers for multiple games including Rust, DayZ, and Minecraft, alongside Discord bot services.

Visit Site

Outlanders

The flagship project of C:\Studios. Outlanders is an open-world, extract-based FPS survival game inspired by Escape from Tarkov and Metro: Exodus. Set in the Buskerud Region of Norway, it blends realism, immersive lore, and tactical gameplay. Developed by the C:\Studios team.

CRUCIBL

A flagship title co-owned by me, CRUCIBL focuses on competitive FPS gameplay built for both realism and fast-paced arcade mechanics. I co-managed the design direction and technical development of the project.

Energy Clicker

A personal incremental game project centered on energy production and industrial progression. Features data persistence, automation logic, and leaderboard systems.

North-Side

A GTA-inspired open-world RP game. Focused on a dynamic city environment with vehicles, criminal systems, and a detailed economic structure. Designed and developed as a personal project.

Mini-Drifters

As Project Manager, I led a small development team in creating a stylized drifting and racing game focused on accessibility and replayability. I oversaw all aspects of game design balance, vehicle physics, progression systems, and roadmap planning. In addition to management responsibilities, I personally programmed the majority of the game’s major systems, including the vehicle handling framework, race logic, player progression, and UI integration, ensuring consistent quality and performance across all builds.

Deadfront

A commissioned project in which I handled gameplay scripting, optimization, and multiplayer balancing. Provided technical debugging and efficiency improvements.

The Harvest: Origins

Developed collaboratively with my business partner. I contributed to gameplay systems, item logic, and performance optimization. The project emphasizes atmospheric storytelling and survival elements.

Iron Allegiance

Iron Allegiance is a Cold War–era roleplaying simulation built around a living hierarchy system where every player contributes to the functioning of their nation. As the sole developer, I designed and programmed all core gameplay systems, including economy management, political infrastructure, AI behavior, and communication frameworks. The project showcases my ability to independently architect complex, interconnected systems while maintaining a grounded, immersive world inspired by historical realism and social dynamics.

Eastern Reign

Eastern Reign is a tactical first-person shooter, focused on teamwork, large-scale combat, and point-based objectives. I was commissioned exclusively to develop the game’s gun system, handling weapon mechanics, firing logic, and performance optimization. My work ensured responsive and realistic weapon functionality that seamlessly integrated into the game’s broader combat framework.

Departed

Departed is a survival shooter featuring an original world and custom mechanics. I was commissioned as Lead Programmer and developed the entire underlying game engine, including inventory management, weapon systems, environmental interactions, and player frameworks. While I did not work on the AI, I established the core infrastructure that supported all gameplay systems and ensured scalability, stability, and performance across the project.

Drill for Ores

Commissioned project where I created mining systems with in-game economy and automation. Optimized server performance and resource scalability.