I write Java and Skript plugins for Paper servers. Mostly world events, progression systems, and gameplay mechanics that give a server its own identity.
Custom Paper plugins and mechanics built for active production servers, designed to perform smoothly under real player traffic.
A lightweight, high-performance VPN and proxy detection plugin built for Paper servers and Velocity proxies. Detects and blocks malicious proxy connections, botnets, and alt accounts before they enter your network.
A custom superhero powers plugin developed for Rickafam's event server, inspired by the show The Boys. Features Speedster sonic booms, Timebreaker time stop bubble, Homelander laser vision, unique powers, and packet-level particle VFX.
A custom survival SMP framework built with elemental relic abilities, progression mechanics, custom item attributes, dynamic world events, and automated arena management.
I'm Depton, a Minecraft developer based in the United States with 2.5 years of experience building Java plugins and Skript systems. I focus on creating server features that hold up reliably under real player activity.
Day to day, that includes gameplay mechanics, custom GUIs, progression paths, terraforming, particles, and clean configs that make plugins effortless to configure. I build systems meant to give servers their own identity and run smoothly for the long haul.
I take on commission work for SMPs, events, and custom gameplay. Anything from a single mechanic to a full system.
Custom Paper plugins with proper commands, permissions, and data storage. Not a pile of one-off scripts.
Custom items, progression paths, abilities, and social systems that give a season its own identity.
Clean YAML configs and persistent data storage, so a system is easy to tune without touching code.
Particle work, terrain animation, and sound cues that make a moment actually land.
Teams, scoring, GUIs, timers, leaderboards, arenas. A full player flow set up end to end.
Quicker mechanics and server features when you need something working and iterable fast.
A cool effect isn't worth much if it lags the server. I plan for performance from the start of a build, not after something breaks.
Big terrain edits get split into small chunks over multiple ticks instead of one update that freezes the server.
Particles and effects scale down the further a player is, so nobody's rendering detail they can't actually see.
Anything temporary stores the original block data first, so it can restore cleanly and skip protected regions.
Reload, cleanup, and preview commands ship with every system so you're not stuck restarting the server to test it.
Message me on Discord or send an email. Happy to talk through an idea even if you're not sure what it needs yet.