Plugin Pros: A Creator Spotlight Roundtable With Elttob, prepsure, and jotslo

Plugins can make working in Studio a lot easier by expediting workflow, which is why we support creators to publish their own to the Toolbox or the Creator Store. To share stories and tips from the community, we chatted with three plugin creators: @Elttob, @prepsure, and @jotslo. Learn about their journey as Roblox devs, what inspired their plugins, and advice for aspiring plugin creators below.

Elttob, Studio Elttob

Tell us about your journey as a creator on Roblox!

I’ve been on Roblox since 2008, when my brother searched for “robots” but kept seeing ads for “Roblox” — we played some obbies together and fell in love. For years, I chipped away at an idea for a creative building game that I finally completed in 2019. When some YouTubers picked up on it, it was eye-opening that my game could blow up overnight, so I decided to go all in with creation — moving from 5-10 minute experimental creations to fully-formed ideas brought to life. Now I run Studio Elttob full-time, making professional-grade plugins for other Roblox creators.

How did you start developing plugins?

After honing my programming skills through developing experiences, I realized I could make tools to help others create. I started by refining tools I’d seen other people using by giving them a cleaner, more professional look and feel. I didn’t just want the plugin to work — I wanted it to feel easy and good to use. Plugins should be a seamless addition to a dev’s workflow. That’s the philosophy that led me to create my first plugin Reclass, an intelligent class converter plugin that learns as you use it.

What led you to build a business around selling plugins?

When the plugin marketplace (now Creator Store) first launched, I realized I didn’t have to just make games as a career but could instead build a business on helping others. I wanted plugins to be the thing I’m known for and dedicated all of my time to it. I experimented with pricing to see what would stick and what would be sustainable. There were lots of mistakes and lots of learnings around what was fair to both my customers and myself. I really leaned on the community, discussing with other devs the challenges we all faced. It felt organic and special, and I love helping others every day.

What are you working on now?

I just released my first plugin in a while — Elttob Relight, a lighting plugin designed to keep your world directly in front of you. I saw chatter in the community about dealing with sunlight, but the plugins that existed made you drag the sun around in the sky. I noticed this issue, so I came up with some creative ideas, showed them to others, and listened intently. I’m still not done — it took many iterations to get here, and there are many more iterations to go!

Demo of Elttob Relight


prepsure, Team Create with Hats

Tell us about your journey as a creator on Roblox!

I joined Roblox in 2011 and dabbled in Studio to learn, but it wasn’t until around 2016 that I learned how to program with Luau. What fascinated me the most was the math behind the games, so I read up on vector math visualization.

Since then, I’ve made several plugins and joined Cinder Studio to build Roblox High School 2 as a gameplay programmer. I made the job-focused games within RHS2, like Club Red Potioneer and Sunblox Cafe Delivery, and also pitched and built the fishing update. But with that game being sunsetted, we’re currently working on something new so stay tuned :shushing_face:!

How did you start developing plugins?

I really enjoy making tooling for other people so that developing on Roblox can be more fun. When Team Create was released, I wanted to be able to customize my character with faces. There wasn’t a way to do that, so, I made the Team Create with Hats plugin by placing an asset above the head. V1 was incredibly barebones — you had only one hat. Later, I spent a month remaking the plugin basically from scratch to what it is now with all of its current features — like wearing up to 10 accessories to add even more customization. When the plugin marketplace launched, I published it on the Creator Store to make money, but also open sourced it. It’s been awesome to see other studios using this plugin to have fun while developing! :cowboy_hat_face: Programming can be challenging, so why not make it silly and fun?

prepsure using the Team Create with Hats plugin, wearing a UGC item her friend designed

I’ve also made some small plugins for my coworkers to help automate their workflow in Studio and improve their overall experience. For example, Character Scale Changer lets people test with all height limits of a character.

What advice do you have for collaborating with other devs?

I think it’s important to not silo yourself into just your role and to learn other jobs. I’ve recently been learning modeling, music composition, and level design to broaden my skill set and grow as a creator. Picking up the skills and language of other roles helps a lot when communicating and problem-solving with coworkers.


jotslo, ScriptMate

Tell us about your journey as a creator on Roblox!

I’ve always been interested in programming, so when I found Roblox in 2012 and realized I could make my own games, I made some for my friends — they weren’t very good. Over time, I saw that it was possible to have a career in game development so I studied programming in university and have been freelancing for Roblox projects since. I created ScriptMate to help people learn how to script and then developed my own game called Crazy Cards. Right now, I’m overhauling Motorcycle Mayhem and working on my own side projects.

What was your process for ideating, building and marketing your plugins?

Watching long tutorial videos and reading through pages of documentation was tedious as a novice programmer, so I had the idea of creating something my earlier self would have benefited from — a fast-paced YouTube series about scripting. I developed a plugin alongside it so people could follow along with tutorials, challenges, and quizzes to apply what they learned. At the time, there wasn’t an API that allowed you to easily modify scripts and reach the content of scripts so it was challenging to work around that and I had to get creative.

ScriptMate was free at first, and then I started selling it for a small fee, which gave me the resources to add more content. For example, I added the ability to use macros to type in a keyword and automatically replace it with a chunk of code, and I eventually made this feature its own plugin. I also created ScriptMate Lite for people to test before buying the full package.

To market ScriptMate, the YouTube series itself pushed people to get the plugin, but I also created a few TikToks and YouTube shorts to promote it and that definitely spread the word.

What advice do you have for creators stuck in a creative rut?

Burnout is real, and it’s easy to fall into moving quickly from one development project to the next without really thinking. Take a break and reset! Also schedule your breaks so you have planned time to step away and give yourself space to think.


3 Tips for Plugin Creators from Plugin Creators

:sparkles: Do your research: You may have the next best plugin idea in your head, but understanding your competitors and target audience is a crucial first step. Get a sense of what else is being sold, and more importantly, what’s missing. And even if a similar plugin already exists, you can still figure out how to improve it or add something new.

:sparkles: Always listen to feedback: The keyword here is listen. Not all feedback can nor should be acted on, but empathizing with your customer and deeply understanding their needs is crucial to building a professional product. You need to make sure people really like your plugin and find it useful, or they will go elsewhere. So get your tool out there and pay attention to what people are telling you!

:sparkles: Utilize social media: We’re all on some form of it — whether it’s a video, photo, or chat-based. And the more eyes you can get on your plugin by branching out to a wider audience, the better. By creating fun, engaging social media content about how to use your plugin or what pains occur without it, you can reach people who may not find it organically.

Thank you so much Elttob, prepsure, and jotslo for offering your stories and tips!

Feeling inspired? If you’re interested in creating and publishing plugins, read our guide here.

In this content series spotlighting voices from the community, our goal is to share inspiration, stories, and tips from and for our diverse range of creators and developers. Have any topics you want to learn about or people you’d like to hear from? Let us know below! :point_down:

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This topic was automatically opened after 11 minutes.

Thanks for providing us with this, Roblox! It’s always good to hear Creators’ stories.

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So glad you enjoyed the read! :heart:

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Great stuff, glad to see Roblox creators being heard.

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Great to see plugin developers getting some love, and brilliant ones at that! :heart:

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I find it funny that this is posted after plugin creation has been made inaccessible to many people due to the lack of ability to make money from plugins (including myself) and reducing the audiences for plugins due to these changes that could have been thought through better.


It’s actually interesting seeing how all these developers started though, I wasn’t aware that Elttob had created a game for example.

Interesting that utilize social media is mentioned, although I think it would be nice to add that it’s best promoting your plugins on a separate account. For example, Elttob only posts information about his plugins now on Twitter and keeps his personal posting separate (granted that’s on fediverse, which Roblox hasn’t embraced a lot) and I would advise that as well to other plugin creators.

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Yeah, separating out social media like that can be good sometimes. If someone follows you to learn about your creations, they might not necessarily be interested in what you had for breakfast, for example.

As you mention, I pretty much only use my Twitter accounts to update people on what’s going on. With my personal Twitter, it’s an update feed for things like videos I publish. With the Studio Elttob Twitter, I limit it to updates about products or other announcements that are related to them.

It’s not too hard to do, and people appreciate it when you respect their time, even for small things like that :slight_smile:

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Yeah, I should do it personally to be honest, I have 3 separate fediverse accounts that I use a lot, all for different purposes and I think I could always add one more for the Roblox audience. Been meaning to do it but I doubt I’ll do it anytime soon.

I also don’t think a social media account is always needed necessarily, I have never seen @.cxmeels who has made a plugin with over 10K sales and several other successful ones post regularly about their plugins. It’s just whatever works for you I guess :joy:

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Making plugins is needlessly hard to test and debug, though. Designing plugin UI is a challenge as well. So many plugin ideas go down the drain because don’t have much control over Roblox Studio itself, unlike plugins for other software such as After Effects and Blender.

If you program games for 5 years, making a plugin is like relearning everything again. That’s why I haven’t dived into plugin development much.

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Yes, and roblox just made plugins inaccessiable to 90% of developers

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I find that a surprising take.

One of the nice things about the Roblox platform is actually that the in-editor representation and the runtime representation are very similar so you don’t have to learn many new APIs (you can use the exact same UserInputService code as in-experience for input handling for example).

Do you mostly mean in terms of the iteration loop while developing being different rather than the APIs being different?

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Personally I just think it’s confusing. The plugin API is not documented very well (and it’s missing autocomplete) so I spent a lot of time looking at community made tutorials, and it’s a lot harder to do things like changing cursors or making more integrated UI without using an external library even if you want to. Stuff like the version control service and script editor make it easier but it’s still not fun to make one still.

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It just feels more unreliable and harder to organize for some reason. I also found that UserInputService and ContextActionService don’t like when you’re focused on a widget your plugin cannot control. Making sliders is also a lot harder, and I haven’t been able to figure out how to make one. Memory management feels twice as hard because it’s unclear when exactly the scripts refresh (especially modules), and what does or doesn’t get cleaned up automatically.

It’s a mess that I don’t want to figure out. :sweat_smile:

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It’s great to show some respect to plugin creators!

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I can agree with this. Plugin APIs have historically been in a bit of a sorry state and aren’t exactly discoverable. They’re also just generally not talked about at the same rate as more gamedev-centric APIs, so information doesn’t tend to get spread by word of mouth as efficiently either. I imagine there’s probably a lot of newer plugin developers that don’t know about conventions like ChangeHistoryService that only apply to plugins.

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I want to make a paid plugin but have no idea what to make. Will people even buy it? What are people even willing to pay for?

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I like the ergonomics of the plugin API mapping very closely to other roblox’s API, however, they’re not the best documented.

DockWidgetPluginGui.BindToClose doesn’t do what it used to do (which I believe was intentional). A lot of other documentaion surrounding plugins haven’t been updated for years.

The docs for PluginActions and PluginMenus still use PluginManager to showcase them working, you know, the obsolete method for creating plugins. PluginDebugService doesn’t even get brought up that much. There’s still a reference to a GitHub repo that was archived 4+ years ago.

On regards of implementation, PluginActions need to be changed so they can have default inputs, @Elttob made a great blog post on how that can be approached.

(oh and can you pls make it so we can save plugin instances to roblox, having to drag out the source code model into the workspace just to publish is so messy)

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This is a great post, though as someone else said, it’s very funny to see a post like this after a change that puts out many people from the business and leaves a ton of developers in the dark. Though not gonna ignite that conversation here as I’ve made my statements in the previous post.


I love Team Create with Hats, it’s pretty cool to see its story, and I never knew they also open-sourced it. That’s pretty great.

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Documentation really needs to be updated, I literally had to spend a good hour or two trying to go through different pages of documentation, developer forum posts, and more to find what I needed. And can we get save per experience? I would love to be able to save a specific data to a specific experience.

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