Full-stack Roblox developer Spidnov Studios
Roblox games, from first idea to release.
I'm Nov. I take Roblox games through every stage of production myself: the Luau systems underneath, the game design that keeps players coming back, the interface they touch, the world they explore and the art that gets the game clicked in the first place — in a planned order, on a foundation that's decided before it's built.
Dummy Domination, by the numbers
- Luau modules
- 117
- Custom meshes in game
- 800+
- Unlockable weapons
- 500
- Dummy tiers
- 12
- UI skin assets
- 89
01About
Not just a scripter.
The whole game.
Most Roblox games pass through many hands — a scripter, a builder, a UI artist, a thumbnail artist — and lose a little coherence at every handoff. I work across all of it, so the systems, the screens, the world and the art are designed to fit each other from the start.
In practice that means a combat system that is server-authoritative and still feels punchy; a store designed in Figma with every edge case drawn before a line of Luau exists; floating islands modelled in Blender whose layout follows the progression curve; and thumbnails rendered from the same models players actually use.
And it means treating a game as a production: the foundation is designed, compared against alternatives and proven before the rest of the game is built on top of it. It's what lets one developer ship something that holds together.
-
The server decides
Clients send intents. The server validates type, range, rate and ownership before anything changes.
-
Design before build
Every screen and every state — loading, empty, error, success — is drawn in Figma first.
-
Data, not hard-code
Weapons, tiers and rewards live in config tables with stable IDs, so balancing is editing, not rewriting.
-
Verified, not assumed
Changes are tested in Studio, checked against a checklist and written up before they ship.
02Expertise
Five disciplines,
one pipeline.
-
01
Game programming
Luau systems built to last: strict-typed modules with a clear init/start lifecycle, networking that never trusts the client, DataStore schemas with versioning and migrations, and combat that stays responsive under latency.
-
02
Game design
Loops players understand in seconds and want to repeat for weeks: knock out dummies, earn, upgrade, climb the next tier. Progression curves, balancing, daily streaks, quests and duels designed as one economy.
-
03
UI/UX design
Interfaces designed as a system in Figma — components, states, desktop and phone layouts, motion specs — then exported as 9-slice skins and rebuilt faithfully in Roblox with responsive scaling.
-
04
3D modeling & environments
Stylized, Roblox-ready assets in Blender: weapons, props, dummies and accessories, plus complete maps — planned top-down, built island by island and composed for both gameplay and the camera.
-
05
Visual production
The art that decides whether a game gets clicked: icons that read at 50 px, thumbnails that tell the game in one frame, plus group banners, game pass icons and update announcements.
03Workflow
Decide first.
Then build.
I approach a Roblox game as a structured production, not a list of features built in whatever order they come to mind. The decisions everything else rests on — architecture, data, structure — are made, compared against alternatives and proven before large-scale production begins. The result is a definitive, validated build sequence: less rework, no mid-project rewrites, and a game that grows consistently around a sound foundation.
-
A
Order by dependency
The build order comes from a map of which systems need which — never from whatever feels most exciting to build next.
-
B
Decide before committing
Foundational choices are weighed on complexity, scalability, performance, maintainability, production cost and risk before any foundation code exists.
-
C
Validate the riskiest first
Assumptions that would be expensive to get wrong are proven with targeted prototypes while change is still cheap.
Select a stage to trace what it depends on and what it unblocks.
Why the order matters
The cost of changing a decision grows with everything built on top of it. Swapping a data model during discovery costs an afternoon; the same change after content production touches every system, save file and asset that relied on it.
So the foundational decisions are made in the first two phases — explored, compared, then validated with prototypes — and committed at a gate, while change is still cheap. Testing is placed at the milestones just before a decision would become expensive to reverse.
Tools I use, and what for
-
Roblox Studio
Engine · testing · implementation
Where everything comes together: scene assembly, lighting, collision, multi-client playtests and the final check on every screen size.
-
Luau
Gameplay · system architecture
Strict-typed modules, server-authoritative remotes with validation and rate limits, and data-driven content tables with stable IDs.
-
Rojo
Studio ⇄ file-system sync
Source on disk and in Git, edited in a proper editor, live-synced into Studio and built into reproducible place files.
-
Figma
UI/UX · prototyping · visual planning
A component library of buttons, cards, headers and tiles; every state drawn for desktop and phone, then exported as game-ready skins.
-
Blender
3D modeling · environments · rendering
Weapons, props, dummies and whole island maps, plus the posed, lit renders behind every thumbnail and icon.
-
Git & GitHub
Version control · branching · collaboration
A branch per task, small commits that explain why, and a stable main branch, with backups before every risky integration.
04Selected work
Projects
05Armory
Paladin's Resolve.
Shattered Oath.
A complete R6 knight armor set and its matching sword, modelled in Blender from two concept sheets and built for Roblox from the first polygon: every piece a separate, editable MeshPart pivoted to its R6 body part, kept inside the triangle budget, and validated to stay clash-free through every arm swing and stride.
06Contact
Have a game in mind?
Let's build all of it.
Systems, design, interface, world and launch art — planned as one production and built by one developer who sees the whole picture.