Bleu Software — Mitchell Murphy
Complex problems.
Clean solutions.
Real scale.
Software engineer and game developer. I've cofounded content studios, shipped dozens of Minecraft Marketplace products, built Roblox games from scratch, and engineered the systems behind titles with 1.5M+ concurrent players. I see the problem, build the solution, and keep it running.
About
I find the problem and build the solution.
I'm Mitchell Murphy — a software engineer and game developer who's spent nearly a decade building at the intersection of content, games, and platforms.
I cofounded CinemaCraft, where we built a content production operation from the ground up — producing over 500 Minecraft videos generating billions of views for creators like PrestonPlayz and BriannaPlayz, while shipping 68 products to the Minecraft Marketplace. I led development, managed production across a 15-person team, hired and mentored developers, and helped shape the creative direction across everything we shipped.
From there, I built a Roblox game under LiftoffGames that gained serious traction on the platform — which led to being brought on as a lead developer at BIG Games to help run Pet Simulator X and build its successor titles.
At BIG Games, I worked across the full product — creative, design, and implementation. My deepest contributions were on the systems and engineering side: monetization architecture, real-time APIs, databases, anti-cheat and economy integrity systems, and the most comprehensive internal operations platform built for the game — used daily by the team to keep things running at 1.5M concurrent players.
Now I'm building through Bleu Software.
Work
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 →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 →Capabilities
Three things I do very well.
I work best where product thinking, technical execution, and operational discipline all need to come together.
Product Development & Technical Leadership
I build products end-to-end — from concept through production to live operations. I've cofounded studios, led dev teams, managed production pipelines, hired and mentored developers, and shipped hundreds of products across Minecraft, YouTube, and Roblox.
Systems Design & Implementation
This is where I go deepest. Backend infrastructure, real-time APIs, databases, monetization systems, anti-cheat, economy monitoring — designed and built for millions of concurrent users. I don't just architect systems on a whiteboard. I build them, deploy them, and make sure they hold up under real load.
Live Operations & Problem Solving
I don't just build systems — I run them. Aggregated error diagnostics, economy surveillance, game health monitoring, and the operational discipline of shipping 130+ weekly updates to a live product without breaking it. When something goes wrong at scale, I find the root cause and build the fix.
Process
How I work.
Understand the problem
I start by assessing what's been done and what's understood. What's actually broken? What's been tried? Where are the real constraints? I don't start building until I understand the problem clearly.
Design the right solution
Not a generic solution — the right one for this specific problem. I tailor the approach to be the most impactful for the use case, the team, and the constraints.
Build and ship
I build it, deploy it, and get it in front of real users or real data as fast as possible. Working software beats planning documents.
Monitor and iterate
The work isn't done when it ships. I watch how it performs in production, catch problems early, and refine based on what the data and the users tell me.
Fit
Who I work best with.
The strongest fit is a product with real traction that needs serious engineering, or a team building something ambitious from scratch.
Game Studios
Studios building live-service games that need backend infrastructure, tooling, economy systems, or engineering leadership to scale.
Platform Companies
Teams building creator platforms, marketplaces, or analytics products where data, reliability, and scale matter.
Startups & Founders
Founders who need a technical partner — someone who can architect the system, write the code, and ship it. Not just advise.
Teams Under Scale Pressure
Products growing faster than the engineering can keep up. I've been there at 1.5M CCU. I know what breaks and how to fix it.
"I care about how the whole thing comes together — the architecture, the implementation, and making sure it actually works when it matters."
Writing
Things I've learned building at scale.
Technical writing on distributed systems, live-service engineering, and lessons from operating products with millions of players.
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 →Future articles
Sanitized investigation methodologies, economy integrity patterns, distributed error triage approaches, and lessons from live-service engineering at scale.
Contact
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.