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Tizzy RBLX · @TizzyRBLX12
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ragdolls into oblivion. Okay, now for data. Dude, I don't even want to yap about this this much cuz I've Oh my god, I've made so many videos on this dude. Cross reference multiple data source. play [ __ ] Roblox games, dude. There's
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from Roblox, but from successful business ventures in general that you can apply to hit the ground running and get a successful game, man. If you guys don't already know, if I go here into the wins journal, dude, this guy just hit his first 2K CCU. This guy, 500 CCU,
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Words
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15min
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Opening (first 30 seconds)
How to pump out high quality Roblox games fast. If you've ever wondered how top devs are able to just pump out such high quality Roblox games really quick. I'm talking a new game every week. This video is for you. And I'm going to get into like the entire process, like project management process that I think is the most efficient personally and talked to a top dev recently. He taught me most of what I'm saying in this video. I've also learned by just spending a lot of money on devs and being burned. All right, let's just [ __ ] dive straight
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What this transcript is
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How to pump out high quality Roblox games fast. If you've ever wondered how top devs are able to just pump out such high quality Roblox games really quick. I'm talking a new game every week. This video is for you. And I'm going to get into like the entire process, like project management process that I think is the most efficient personally and talked to a top dev recently. He taught me most of what I'm saying in this video.
I've also learned by just spending a lot of money on devs and being burned. All right, let's just [ __ ] dive straight in, dude. The reality is this platform moves incredibly fast, okay? So, the point I'm trying to make is ideas are cheap and everywhere and execution is all that matters, okay? And this is coming from a guy that loves marketing, loves coming up with game ideas, loves doing the research, but execution is all that matters, all right?
Now, why am I qualified to talk about this? Well, I used to run a marketing agency, which is a people business, so I understand project management, I understand scoping projects, I understand making sure things are met on deadlines. Am I a top Roblox dev? Not yet. We're getting there, okay? But, I want to help you guys in this video basically go over everything I learned when it comes to hiring. Let me save you a ton of time and money cuz dude, I've spent so much time and money trying to find good Roblox developers and it is easily the biggest bottleneck in this business, in my opinion.
Ideas are everywhere, that's not the bottleneck. Market research is not the bottleneck. It's finding good talent that can actually execute on time because something unique about the Roblox space is a lot of the talent is young, unprofessional, and will ghost you and doesn't get [ __ ] done on time, and lazy as [ __ ] Just to cut it Just to put it straight to you. A lot of the Roblox talent is super lazy cuz they're 14 years old and they've never ran a business before, okay?
Now, first tip I'm going to give you guys is hire from Twitter, okay? Twitter is goated for hiring. Now, here's kind of the caveat. You kind of got to larp a little bit on Twitter, okay? You got to post [ __ ] on Twitter, you got to talk about what you're working on. You got to sound like you know what you're talking about. When I first got started, dude, I knew nothing about Roblox, okay? All I knew was just fundamental business principles from running an e-com agency.
So, I just started taking what I knew from the e-com space and applying it to Roblox and just larping on Twitter and started to build a little reputation. Okay, YouTube, hella untapped. I've hired a few absolute chads from YouTube, great programmers, or mutual connections. Now, if you're an investor, cuz I actually had some investor bros hit me up, crypto bros, deep pockets, right? It's like we have 30K to make a game.
We just want to pump out games. Here's the thing, dude, I tried to come in this space just thinking I could throw money around and it doesn't work like that, okay? I spent four grand on my first game and it was a very, very shitty game. We never even launched it and I got I'm not going to say anything about it. I think I paid way too much for it, okay? Four grand is crazy for the game that we built there, but anyways, what I want you guys to understand is this Roblox base, since most of the kids are teenagers, it kind of is a clout-chasing fest a little bit.
What I mean by that is you need to have a good reputation for these people to trust you, okay? I can't tell you how OP me having a YouTube channel has been for hiring because people that I'm vetting, they can see my videos, they can see I'm serious, they can see I'm not [ __ ] around and I want to make games and I want to make them fast, I want to make them high quality, okay? If you think you can come into Roblox just with a bag and no reputation, you're going to get cooked, bro, okay?
You need to have a little bit of a rep, so you kind of need to larp a little bit. >> [laughter] >> I I don't know how else to say it. Anyways, cuz this is what I found is and a top dev told me this, he said he doesn't hire anyone that doesn't have at least 30 mutual connections with them on Discord. Okay? Unfortunately, that's just the nature of the game. That's just how this game works. It's really who you know or people know you from Twitter, they know you from YouTube.
You got to build a reputation, man. And the only way to build a good rep there's kind of two ways. The most obvious one is make a hit game. Okay? Or larp on YouTube and Twitter like me. Or do a combo of both. Okay? Now, Farmer D obviously, it's not a huge massive game, but 3.5 million visits, it's something and it's still making money. Okay? That's enough for a dev that I'm looking at hiring to know, "Hey, this guy's serious.
He's ran games in the past that make money and he's not [ __ ] around. He's not some 14-year-old that's saying, 'Hey, I will hire on percent.'" Okay? So, when I say larp on YouTube and Twitter, what do I mean? It's like, "Dude, just whatever you're learning, just just post about it. Like, don't be afraid to sound stupid, dude." Okay? If you look at my bio here, what does it say? "Sharing my learnings." Okay? When I first got started, I just started sharing things that I thought were sauce or I thought that I had learned some stuff.
Now, did I get flamed on Twitter a ton in the beginning? Like, hell yeah, dude. But, who cares? Like, don't be afraid to build in public. Okay? Don't be afraid to look like an idiot. And who gives a crap, man? People will get to know you, all right? And it's important for hiring, bro. It is OP. If you look at all the top devs, they have a very good rep. And how they do it? They made a hit game. Okay? But, if you don't have a hit game right now, you got to start building a little bit of a presence, in my opinion.
I think personal branding in the space is highly, highly underrated and super OP. Okay? Cuz making hit game, this could take you a while, man. Especially if you don't have funds, you're just grinding, grinding, grinding. I would kind of do both here. Okay? Network and work on making hit games. Combo of both. Anyways, that point's over. Now, when it comes to hiring, best type of dev to hire is what's called a T-shaped employee.
What is a T-shaped employee? Okay, let's do a quick Google search. A T-shaped employee is a professional who possesses deep specialized expertise in one specific area, for example, a programmer, combined with a broad working knowledge and collaborative skills across multiple other disciplines. Okay? So, what this means is when you're hiring a programmer, see if he can also do building or see if he can also do UI. Okay?
When you're hiring a builder, see if he can also do modeling. See if he can also do animations. This is the team that I ran for Farmer Dai. It was literally just a two-man team. The programmer also did animations, also did UI, the builder also did modeling. Okay? You don't need a big team, guys. A big team is not a flex. All right? One thing that One Cool told me is like he used to have a big team. Now, he just runs a four-man team.
A lot of these top devs I've talked to, they run lean and mean teams. You just need a dialed-in team, bro. Okay? First thing, again, make sure they're T-shaped. So, example, you hire a programmer, but he also does UI. Okay? Or you hire a builder, but he also does models and animation. Now, again, how do you hire? I mean, larp a little bit on Twitter and just make a hiring post, dude. Let's see, I think I've deleted them, but like I have been able to hire same day within the hour sometimes.
I probably deleted. Yeah, no, here we go. Looking to hire builder, modeler, blah blah blah, right? Hired this guy with in the next hour, like literally. Just cuz I have a little bit of a following, 2.8k impressions. Now, you want to make these guys a um a reasonable offer. Like you need to understand the market rates, understand what's a good price, talk with some mutuals, and um button it down that way. Okay? Now, something to note, which I'll get into, but always always sign a contract.
Do not work with someone that is not willing to sign a contract. Okay? It's how you are professional, it's how you agree on the scope of the project, and let's just get into that, okay? You as the game designer/producer, which is what my role is by the way. If you guys didn't know, I don't know how to code, okay? I'm a producer/designer. You need to get clear on what's called an SOW, statement of work, okay? It is your job to manage the scope of the project and agree up front, okay?
This is how it goes. Before anything, you need to get clear on exactly what you need built. I'm talking about for your programmer and your modeler, UI, everything. All the frames, all the models, everything you need to get clear on in terms of what's called an MVP, minimal viable product, okay? This, in my opinion, is all that matters at first. You want to make sure that you get your core loop done, so you can play test it with players and play testers and make sure that the game is even fun.
Is Is it even viable? A little hack that I've done recently, since I don't know how to program, is you can get a working prototype with AI before ever hiring a dev, okay? And dude, this is OP, in my opinion, because you find a game idea within the next couple hours, you can use Claude to get it up and running using just basic parts and free models in studio. Last thing before we get into basically the process of project management is just some tips for hiring, right?
Always make sure that they're in the same time zone. This is just for communication. This is so if your scripter's making something and then he needs a model, boom, modeler's in the same time zone, he can get it done within next couple hours. Always, always, always get a contract signed. Contract terms. This is what I've been taught. Paid upon completion is preferred. And again, devs will only do this if you have a trusted reputation, okay?
Cuz there's a lot of scammers in the space, unfortunately, that ruined it for all of us serious operators, and it just sucks. All right, I've tried 50% up front. I've tried paying in full up front. Anytime you pay in full up front, you're cooked. The kid's going to take 2 weeks to deliver. It's terrible. Okay, 50% up front. I always prefer paid upon completion, but I mean, you don't have to be super strict. You can negotiate, but paid upon completion is the best.
And in order for this to work, again, you need to agree on the statement of work, which is basically in your contract outlining everything that the person is going to deliver in exchange for this money. Now, it's your job as the project manager {slash} producer to make sure that you're not adding a ton of [ __ ] in there that's not in the original agreement or you're going to piss off your team. Okay, I know this cuz I've been a freelancer.
I've also ran agencies, and I just know that when expectations are not met on either side, people get resentful, and it's just not fair to your team. Okay? So, you need to agree up front, "Hey, this is what you're building." And of course, you're going to get ideas as things go on. You're going to want to give them ideas, but try to refrain as much as possible and try to stick as much as possible to that original agreement as to not piss off your team because it will bog down your programmer, your builder.
They'll just be like, "Bro, this is not what we agreed upon. I'm not getting paid for this." Just agree up front, front-load all that [ __ ] and stick to the plan. Okay? If you need to make a new contract for new [ __ ] then get it done. Now, let's get into this. Okay, the whole process from ideation to actually building the game. First things first, market research. Find your game idea. I have tons of videos on this.
Okay? Check the other videos on my channel. What you're then going to do is you're going to put this game idea into what's called a game design document. Okay? Game design document basically outlines like, what is the game, what do players do in the game, how do players level up, economy, progression. It's basically just like an outline. It's I also use it as like the statement of work for the programmer. So, like what I'll do is I'll make a game design document, and I can show you guys an example in future videos if you want to see one.
I'll make a game design document, and I'll just give it to AI. I'll say, "Hey, AI, just tell me out of this game design document what the programmer specifically needs to do, okay?" Now, once you have your game design document, this is kind of like the scope of the project. That's the way I like to think of it, okay? You're then going to take that scope, you're going to put it into Trello, okay? I like to make a column for programmer, column for builder, column for UI, just all the necessities.
And I like to chunk down this game design document into actionable tasks. So, for my programmer, it's like, "Hey, this system, that system, that system." Give explicit details for each system, for each cart, if that makes sense. Now, I've learned a lot just managing developers, not even just in Roblox, but in the e-comm space, cuz I used to manage a lot of web design and graphic design people. I mean, tons of different types of developers, okay?
Best way to communicate, in my opinion, this is just a little side tip, is use something called Loom. Record a video, okay? This is super helpful for them to understand exactly what you want done. And if they're not doing what you want done, it's because you suck at communication. So, add pictures for references. And, of course, you're going to want to give references to games. So, like, for example, for my programmer, if I'm like, "Hey, dude, I want this system, and it's going to function exactly like it is in this game." I give them a link to the game that has this system that we want to implement into our game, if that makes sense.
And I'll record a video going over this, typically, okay? Or, if you don't want to do videos, just hop on a call with them. Make sure that you're clear on everything, okay? Now you have everything in Trello, what you're going to do is go into phase one, okay? I've had to learn this the hard way, cuz I've tried hiring scripter and builder at the same time. And what I've been taught, and what I'm going to do for my next project, is I'm going to get all the models, builds, and UI done first, before ever getting a programmer in there, okay?
This is specifically just for your core loop. This is what I've been taught. So, get your models, builds, and UI done before the programmer goes in, okay? Cuz what I've noticed with programmers is if they go into an empty studio workplace and they're just using parts and free models, it's not as motivating, right? But if they come into a place where the world is already built, they just need to bring it to life. And it's way, way more motivating.
Okay? And again, another reason why your team should be in the same time zone is cuz they'll end up motivating each other. If the builder sees that the programmer's making progress, and programmer sees that the builder's making progress, it's just like, "Fuck yeah, this is real. We're doing this, right?" It's exciting. So, that's how you keep momentum. Now, phase two, programmer gets in there, all builds and UI are done, they're going to bring the core loop to life.
Now, and again, this is just for an MVP. What's an MVP? Minimal viable product, okay? MVP equals minimal viable product. It's kind of like a SaaS term, but basically just means like the bare bones basics of the game working, core loop, and some progression. Okay? That is what we're talking about in this video. I'm not talking about scoping an entire game with a live ops and everything. Okay? I'm talking about getting an MVP out.
Now, what happens? Builder, UI, everything's done, core loop's done, programmer has scripted it. You just want to play test the [ __ ] out of it. Think to yourself, is this good to launch? Okay? A lot of devs get this wrong. They overthink. I know that you guys get passionate about what you're building, but dude, just launch and see how players respond, cuz the quicker you can get live players in there, the quicker you can get data.
Okay? Different schools of thought. Ideally, you can get play testers before you even go live. We'll talk about that in later videos. Now, is it good to launch? Yes, just [ __ ] launch that [ __ ] Start spending on ads, look at feedback. You can do beta mode if you want. I know you guys have tons of questions about beta mode, and maybe I'll answer in different videos, but we're talking about project management here. Okay?
Is it good to launch? No. Personally, what I do, just to speed things up, is once the MVP is built, but I don't feel like it's fine-tuned enough, I'll download a copy, okay? A backup file of the game, and I'll use AI to tweak some things. Why does this speed things up? Well, because you got to think about communication slows things down, right? So, if I've a gut feeling like, "Hey, this game, it feels good, but it just needs this one thing changed." I don't want to have to wait for my programmer to then go change it, and then I play it, and then I have another request, and then he go change it, and I play it.
That's going to slow things down. So, to reduce the headache for your programmer, cuz you guys got to stick to scope, or they're going to get pissed off, right? It's just not fair to them. What you can do, again, download a copy, a backup. If you have ideas, just tweak it with AI and get it feeling right, and then once it feels right, then you can go back to your programmer, okay? After several different iteration cycles, maybe two or three, you can go back to programmer, "Hey, this is exactly what I know needs to get changed in order to add that next level of polish for this game, okay?" So, once that's done, again, you just bring it back back to the programmer, and then is it good to launch?
No, go back to prototyping, okay? You can prototype in a in a silo with AI. All right? And then bring it back to your programmer to make sure that it actually functions in the the code scales, okay? So, that was a lot of yap, a lot a lot of yap. Hope this was helpful, man. This is a video that I hoped I wished that someone showed me early days when I was just trying to figure out, "How do I actually pump out these high-quality Roblox games fast, okay?" Hopefully, that answered you guys' questions.
If you have any questions, let me know in the comments below. What do you want to see next in a video? And that's it. Peace. Love y'all.
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