Introducing the Game Fund

I was talking about games in general, not your specific game.

If my math is correct, Roblox gives you 25% of the revenue cut.

Math
  1. Find out how much 1K Robux costs: 2,000 Robux costs $25, 1000 is 50% of 2K, so 1K robux costs $12.50.
  2. 1K Robux is $3.50 in DevEx, and 3.50 out of 12.50 is 25%.
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Does anyone know if we are allowed to add character customization but have a feature to change your character into your avatar? (Like a vanity overlay system)

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From what I understand of their post, “In-game avatars that reflect elements of the user’s platform avatar identity” I would assume that you can use custom character’s but they would probably prefer that you let user’s use their own. I do know that as long as you follow the metaverse part your chances are probably a lot higher than if you didn’t follow the custom avatar one. So if you want custom avatars, I’d say just make sure they are able to utilize the roblox marketplace assets.

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Would using items from roblox store in my own game (ie: Knight helmet, Ninja hood, etc) as part of the games system be qualified for them metaverse part? (Ninja armor that uses the ninja hood hat and meshpart clothing)

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I would assume so, but you wouldn’t really have to worry about any of that as they could purchase the items on the marketplace, a game like Adopt-Me that lets them purchase all of that stuff in-game is as close to being able to leverage the metaverse items as I could possibly think of. So that’s basically what makes me think they want clones of those types of games just with better mechanics/graphics.

Two words, developer payment. There are also all the other factors that I posted earlier.

I think it’s a bit high tbh but it does make sense given the scope of the project they want.

It’s not that high if you’re paying a handful of people a full-time salary for several months + some marketing. The fund is to take you from nothing to a game earning enough revenue to pay the team’s salary and cover any other costs.

If you start planning out an experience that covers the things Roblox are looking for, and work out who you need, and what fair pay would be for their skills (including yourself!) then you’ll see it’s easy to get up into the 100,000s. Especially as many people underestimate the time it takes to really make a game and once released all the marketing and content updates and possibly events that you want to host to increase retention and eventually earn enough Robux to not need any more investment.

Of course you can release a game on Roblox for way less, and with few people on the team, but you’ll be working below minimum wage for a lot of the development process, or making a very simple game that doesn’t include the features Roblox are after, or it will take you much, much longer than it would do compared to hiring a team of full-time developers who know what they’re doing. There are also free ways to market your game, but paid advertisements and marketing can be a lot more time-effective.

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Wouldn’t development teams be doing this? I mean, is ONE person getting the 500k and making a dream team of developers, or are already-made development groups getting it? If pre-made studios already giving out income are getting it, it slashes down on the main cost, leaving the studio with hundreds of thousands of USD and nothing to do with it.

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“pre-made” studios would still need to cover their salaries. This fund gives them the opportunity to create a new project without tying up developers who are supporting older projects. They might not be earning enough from any existing projects to be hiring the extra developers required to create and manage a new project, so that’s where the fund comes in.

Maybe they could do it slower and with fewer developers using their existing projects to bankroll it and possibly even abandon their existing projects to take up a new one, but if their existing project was earning enough to pay their salaries I doubt abandoning it would be a good decision.

Even if they didn’t expand the team, the proceed from existing projects could be banked as profit for the company, and their salaries paid using the fund alone.

Worst case, just spend the $500k on marketing if you really don’t want to pay your developers with it, to help propel the new project to be one of the most popular games extremely quickly.

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Ah, thanks for the addition. Makes sense now :slight_smile: .

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500k wouldn’t be enough for a dream team of developers just FYI. In my opinion the Game Fund aims to fund studios to the point that they can be full-time developers on the platform, thus increasing their reputation as a place that developers can obtain jobs. If they do that, along with creating fresh new ideas, they can bring on more people than doing things that the community may desire. Additionally to that, Roblox will likely still make a profit from these projects in more ways than financial gain. As for the justification of 500,000 minimum, you have to look at exactly what they are trying to do for the platform. Create long-term full-time jobs for developers. It is not cheap, and it’s not for minors. Though, I can agree with points you’ve made, it is cheaper to create games w/o these additions. However, doing commissions constantly can create a game that does not look uniform thus resulting in worse game design. Furthermore, games that are not able to be kept at a consistent pace may face a significant amount of withdrawal thus resulting in a short-term project which may be something Roblox does not want to see out of the Game Fund. All in all, they want to provide something that is currently reserved for the top-echelon of developers(approx 800 of them). With programs such as this the platform can see increases of DevEx rates, due to the rapid increase of users on the platform thus higher incomes overall.

I hope this resolves any questions as to why they’re giving 500,000 minimum but let me know if you have any other questions, primarily relating to business, project management, or game design as those are my specialties.

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You can see it like this. Big 500k projects will be few, 30-200 that really can justify the expenses. What is decent amount to review and later work with. Micro projects like 500 eur budget would be like 1000-6000 what is just to much to review and later deal with. :stuck_out_tongue:

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AH of course monopolize the roblox market even more making it impossible for smaller devs… I see roblox is losing its mission of bringing a market where everyone can share and make games. Sure many will still be able to but this doesnt help to keep it leveled.
Also because they are searching for best of the best they will of course choose mostly studios because a single developer could never come close to a work of many in the same period of time unless the studio is extremely inefficient.

SAY YAY FOR MONOPOLY EVERYONE !!! as i read someone here was advising roblox to instead better the engine so that everyone benefits and not only the most profitable monopolized developers… even the ad market is ruined by the biggest gainers or rich folk, i remember when you didnt require 30K+ to get 20+ players to play your game.

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This is a great opportunity for some. I know my friend could benefit from this as he has been nominated for bloxys before but never managed to get the funds to make his own front page game. For these kind of situations, I think its a good idea.

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Either you have bad ads or that’s a lie. I spent 15k and got 300+ players so… Plus it was a mix of ads and sponsors which is even more of a meme.

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can i ask how you did that? couse my ads have reached very little audience

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Luck, skill, originality, idk. It simply just worked and I had as much support as possible from the dev team to back it up. Even made a profit…

Edit: I was not in the development team, I simply donated said Robux.

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when your games funding is larger than annual income… :grimacing: :grimacing:

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