There are many ways in which users can discover experiences on the platform, ranging from home recommendations to search and discovery. Word of mouth also plays a big role in experience discovery and features like friend invites and friend activity can help users find the right experiences for them.
All of these platform features can reach any user on the platform, including users under the age of 13.
Sharing revenue is a common frustration for many creators. We are actively working on a complete overhaul of the ‘groups’ system, and this foundation will eventually make it easier to pay your collaborators.
We hope to have more specifics to share later this year.
We are always tuning our search and recommendations systems to improve long-term engagement, monetization and the discovery of new experiences on the platform. The goal of the system is to match users with experiences they will love and to support the growth of our creator ecosystem. Our goal is to remove any limitation in terms of the quantity of experiences that get recommended and be responsive to trends or categories that users are showing interest in.
Recommendations are an area that we will continually iterate on, including not only what we recommend but also how those recommendations are presented to users.
A goal of allowing anyone on our platform to be able to create items in the Marketplace is to drive more innovation, breadth and quantity of content. As a result, this will drive more users to the platform and to the Marketplace.
We believe that with more users being able to discover the things that they love in the Marketplace, all creators will be able to benefit.
Just a quick followup on this - a great example of good communication can be seen with the “Roblox Creator Analytics” guilded server, ran by the product managers on the creator analytics team. It’s active, two-way communication and feedback between developers and product managers, which leads to a better product and assured developers. More of this is what developers want for programs, engine features and platform policies.
In the roadmap, there are plans to make the UGC program public before the end of this year. As the UGC program expands and more creators join, there is also growing competition, making it increasingly challenging to earn a sustainable income.
Currently, UGC creators earn 30% for every sale of their item, while developers earn 40% simply by selling other people’s items in their games. This distribution seems disproportionate, as affiliates receive a higher revenue percentage than the original creator of the item.
Are there any plans to address this issue when UGC goes public and potentially switch the percentages between UGC creators and developers to make it more equitable and rewarding for UGC creators?
When can we expect a clear totals page for groups to see exactly how much an experience has made for a set amount of time. This feels like it should be the most important feature yet all we have are separate totals. A 1-number display of gamepass sales, products, commissions, premium payouts, etc. is an extremely useful and valuable piece of information.
Hello Dan and Manuel! I was curious about the “Create rich and lifelike worlds” part and i was wondering if there will ever be a “Falloff” option for PointLights, SurfaceLights, etc. Since in my opinion the falloff of the lights feel very unrealistic. Thank you!
At the very least, does it not make more sense to flip these - give the creator of the UGC item the 40% cut and give 30% to the facilitator of the sale?
I think this should be the bare minimum given creators get 70% of the Robux amount from classic clothing, gamepasses and devproducts
We are committed to respecting creator IP. Regarding generative AI, we can assure you that we are not training our AI model on any of your experiences. As we introduce new AI features or make changes to our AI models, we will continue to engage in open and transparent communication with our community throughout this process, and respect the IP holder’s wishes. We will only use a creator’s data to train the tool when a creator has opted in to sharing (and if for some reason that policy were ever to change, we’ll be clear about it).
We do reserve the right to use all assets for training internal models e.g. for safety and detecting bad content or experience recommendations. Copying of work is a focus and was addressed in this answer. When we detect such violations and remove the asset, we’ll train them out of our models.
Can roblox not finish what they started and turn all the items in series that they left out limited
like the blue clockworks are limited but not the red or white ones ?
or instead roblox listen to the feedback and actually bring them back ?
or at least put some of these old items back onsale ?
makes no sense, offsale limiteds were honestly probably the best thing to happen to the catalog in a while.
And now we are here in a stale catalog, items dry, ugc clones, trading dieing, and no marketplace transparency, these get sucked into a black hole all the time it sucks.
For video, we hear you, and we’ve been working on making video available to all creators for a while–it’s a very hard problem (safety, global distribution at scale, etc.)! We plan on releasing the first version later this year and improving it over the next year.
Regarding subscriptions and other ways to generate revenue, anyone in the community should be able to participate in our economy so that everyone can benefit. To do this, we’re continuing to innovate new business models and ways for creators to earn. Recently, we rolled out Immersive Ads for developers to earn and our self-serve Ads Manager tool so that creators can promote their businesses. We’ve also launched the ability for UGC Program members to create Limiteds with the goal of opening that up to all this year. We’re also considering interesting business models like subscription so stay tuned.
Are there plans to improve DevEx communication and transparency for creators? My first DevEx request was rejected a few weeks ago with a “Not Eligible” reason (I meet all published requirements) and I have yet to receive a response from support (7 days so far) so I can remediate the issue. Looking at Twitter and DevForums, creators routinely are unable to DevEx and support takes 3-4 weeks to respond to issues.
With the up-rise of new UGC creators the marketplace has increasingly flooded. Making our income back has become harder and harder (unless you choose to rely on limiteds).
How will you prevent the oversaturation of the catalog, that’s already overly saturated to begin with, continue to support creators such as myself. Currently, joining UGC low on funds makes it impossible for new UGC creators to get their foot in the door. Along with that, there’s a huge issue with other creators stealing OG IP from others and Roblox’s personal IP as well. It feels like what most UGC creators want is more communication and better ways to navigate and earn income through the platform. For a lot of us, we rely on UGC for income and seeing that it will absolutely go public later this year we need more communication on how everything is supposed to go “smoothly” As someone who used to be a 2d clothing designer, I know first hand how south things can go when everyone starts doing something, with people price cutting you and outright stealing your designs and then sending you a false DMCA strike. We need more support!