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.

  1. 01Game programming
  2. 02Game design
  3. 03UI/UX design
  4. 043D & environments
  5. 05Visual production
Rendered lineup of Dummy Domination's tiered dummies on glowing pedestals, from the weakest on the left to a haloed, armoured champion on the right, with floating islands behind them.
Dummy Domination Progression key art, posed and rendered in Blender

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.

  1. 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.

    • Luau (strict)
    • Modular architecture
    • Networking & replication
    • Remote validation
    • Data systems
    • Combat
    • NPC behaviour
    • Optimization
    A grinning Roblox character swings a dark crimson scythe at a startled yellow dummy.
  2. 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.

    • Core loops
    • Progression systems
    • Balancing
    • Retention
    • Mechanics design
    • Monetization design
    • Experience design
    Two Roblox characters cross glowing swords in front of a dark arena arch.
  3. 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.

    • Interface architecture
    • Visual design
    • Interaction design
    • Prototyping
    • Mobile layouts
    • Roblox implementation
    The Dummy Domination store window with game pass cards for 2x Money, VIP and Auto Swing.
  4. 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.

    • Blender
    • Props & weapons
    • Game assets
    • Map design
    • Environment composition
    • Stylized art direction
    A purple floating island with pink crystal spikes, the Tier 10 Supernova zone.
  5. 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.

    • Game icons
    • Thumbnails
    • Promotional art
    • Banners
    • Game pass icons
    Dummy Domination '1v1 Duels' thumbnail: two characters clash swords under the game logo.

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.

The production pipeline

  • Depends on
  • Feedback loop
  • Decision gate

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.

Cost of changing a decision over the production timeline The cost stays low through the Define and De-risk phases and rises steeply through Produce and Prove and ship. Foundational decisions are committed at the Architecture committed gate, at the end of De-risk. Foundational decisions made & validated here hours weeks Define De-risk Produce Prove & ship Production timeline → Cost of a change ↑
Architecture committed — the key gate

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.