Where the Roblox talent pool actually lives
Roblox development happens in a smaller, more self-contained world than general software hiring, and the sourcing follows that. The Talent Hub is the platform’s own official marketplace for collaboration and hiring. Around it sits a sprawling layer of community Discord servers — genre-specific (obby builders, scripter commissions, UI designers) and studio-recruitment focused — plus portfolio sites and devforum threads where individual creators post work.
The sizing context is worth holding in your head: Roblox reports around 132 million daily active users spending an average of 2.6 hours a day on the platform, and that the top 1,000 creators averaged about $1.3 million in 2025. You are hiring inside a market that is large, young, and largely paid in Robux rather than salaries — which is exactly why the money mechanics below matter before you agree to anything.
Evaluate portfolios, not promises. A shipped experience with real visit counts and a public page beats concept art or a “I can build anything” profile every single time. If a builder cannot point you at something playable, treat that as the answer.
The roles a Roblox game needs first
Most games need the same three or four roles in the same order. Knowing which one you are buying keeps a commission scoped.
| Role | What they deliver | Portfolio signal |
|---|---|---|
| Scripter (Luau) | Gameplay systems, saving, rounds, server logic | A working game, not a snippet dump |
| Builder | Environments, maps, asset assembly in Studio | Shipped maps with playtest feedback |
| UI / UX designer | Menus, HUD, shop and onboarding flow | Live interfaces plus mobile screenshots |
| Artist | Models, avatars, textures, thumbnails | Consistent style across a real game |
Scripters and UI designers are the two roles most games need first, because the systems and the interface are what make a prototype retain players. Building, art and thumbnails can follow once the loop works. Hire to the loop, not to the wishlist.
What the platform actually pays the creator
Before you can reason about what to pay anyone, you need to know what the game itself keeps. Roblox states the split plainly: creators earn 70% of anything sold in their experiences in Robux, 30% of anything sold on the marketplace, and up to 90% of products sold for real currency, such as plugins or paid access. That 70% is what funds every commission, so a commission is priced against 70% of gross sales, not against gross.
Cashing Robux out is a separate step with its own gate. Roblox’s Developer Exchange (DevEx) program requires a creator to be 13 or older and to have earned at least 30,000 Robux before any conversion is possible, and it pays at a fixed rate — the platform’s own page quotes 10,000 Robux = $38 USD, i.e. $0.0038 per Robux. Roblox also reports that more than 35,000 creators take part in DevEx and that median creator earnings were about $1,550 for the twelve months to 31 December 2025 — a useful reality check when a rev-share pitch promises life-changing numbers.
What commissions cost in practice
Commissions are quoted in one of three currencies, and mixing them up is where deals go wrong. Entry-level builders and artists typically charge tens of dollars for a discrete asset. Experienced scripters charge hundreds per system — a saving system, a round manager, a shop backend. Top talent charges thousands, or takes a percentage instead. A scripter quoting “$50 for the whole combat system” is either a beginner or a red flag; a scripter quoting “5% forever” is asking you to underwrite an unknown.
The cleanest structure is a fixed price against a fixed scope, paid in milestones. Flat fees keep the incentive honest while the game’s revenue is still a guess, and they make the break-even maths below trivial to check.
Three worked examples
Example 1 — does a $300.00 commission pay for itself? Suppose you pay a scripter a flat $300.00 for one system. To recover that purely from in-experience Robux sales you need to net $300.00 after the platform’s cut. At $0.0038 per Robux that is $300.00 ÷ $0.0038 ≈ 78,947 net Robux. You only keep 70% of in-experience sales, so the gross figure is 78,947 ÷ 0.70 ≈ 112,782 gross Robux. A system that moves that much in its lifetime has paid for itself; one that moves a tenth of it has not.
Example 2 — the percentage clause that changes the number. A rev-share deal for 15% sounds unambiguous until you ask “15% of what”. Take a month where in-experience sales gross 500,000 Robux. Your 70% is 500,000 × 0.70 = 350,000 Robux. Fifteen percent of gross is 500,000 × 0.15 = 75,000 Robux ($285.00); fifteen percent of net is 350,000 × 0.15 = 52,500 Robux ($199.50). The wording alone is worth 22,500 Robux — $85.50 a month. Write “percent of group funds received”, not “percent of revenue”.
Example 3 — the DevEx floor and the first real payout. A collaborator who is paid in Robux cannot turn a single coin into currency until they clear the gate: 30,000 earned Robux and age 13+. At the published rate that floor is worth 30,000 × $0.0038 = $114.00 — the smallest first DevEx payout any collaborator will see. As a cross-check, 10,000 Robux × $0.0038 = $38.00, matching the platform’s own “10,000 Robux = $38” quote exactly.
Percentages: the one clause that decides the deal
Percentage deals align incentives — a builder who owns 10% of the game works harder than one paid a flat fee — but only if four things are pinned in writing before anyone starts: percent of what (gross, net after platform fees, or group funds received), paid when (monthly, on a threshold, or on a schedule), for how long (in perpetuity or capped), and audited how (who sees the group fund ledger, and how disputes are resolved). A rev-share with none of those four answered is not an agreement, it is an opening position.
Percent-of-group-funds with written terms is the professional standard because it is checkable: the group ledger is the single source of truth, both sides can see it, and the payout is a fixed fraction of a number neither party controls. Whatever you choose, keep the money flowing through the group, never through a personal account.
Structuring the deal so it cannot go wrong
Milestones with partial payment on delivery are the backbone. Split the work into checkpoints — a first playable, a feature-complete pass, a launch polish pass — and pay a slice at each. Be wary of 50% upfront in both directions: it is a red flag from a commission-taker (unusual for a stranger) and a risk for you (money out before any asset exists).
- Written scope: exactly what is built, how many revisions are included, and the delivery date. “A shop system” is not a scope; “a Robux shop with 20 items, purchase and equip, two revision rounds, delivered by the 20th” is.
- Assets land somewhere you hold: work delivered into a group you own, or handed over as export files, so a falling-out cannot strand the game.
- Never share your account. Add collaborators to the group with the roles they need instead — sharing a password hands over everything, including the ability to spend your Robux.
- Test small first. A one-asset paid trial tells you more about reliability than any portfolio refresh.
Common mistakes that cost real money
- Quoting against gross instead of your 70%. A system that needs to “earn $1,000” must actually move about 375,940 gross Robux, not the 263,158 net figure the rate alone suggests.
- Leaving “percent of what” unwritten. As Example 2 shows, gross-vs-net is a four-figure difference over a game’s life. Pin it before work starts.
- Paying a stranger 100% upfront. Milestones exist precisely because trust is what you have least of on day one.
- Sharing your account “just to test”. Collaborate through group roles; there is no legitimate reason to hand over a password.
- Forgetting the DevEx gate. A collaborator with 30,000 fewer Robux than the threshold literally cannot cash out, no matter what the split says.
- Hiring for every role at once. Build the loop first, then staff it. A finished prototype attracts better talent than a plan does.
Sources and standards
Where these figures come from
Every rule on this page is taken from the published reference material below rather than from memory. The revenue split, the DevEx eligibility threshold, the Robux-to-dollar rate and the platform-reported creator figures were checked against the source, and each worked example is reproduced by the script that built this page.
- Roblox Creator Documentation — official engine reference, monetisation rules and platform policies.
- Roblox Support — account, group, payout and safety policies.
Figures, formulas and reference tables last verified: 6 October 2026.