Hiring Roblox Developers — Commissions, Percentages and Red Flags

Where to find builders, scripters and artists, what commissions cost, and how to structure a safe deal.

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.

RoleWhat they deliverPortfolio signal
Scripter (Luau)Gameplay systems, saving, rounds, server logicA working game, not a snippet dump
BuilderEnvironments, maps, asset assembly in StudioShipped maps with playtest feedback
UI / UX designerMenus, HUD, shop and onboarding flowLive interfaces plus mobile screenshots
ArtistModels, avatars, textures, thumbnailsConsistent 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).

Common mistakes that cost real money

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.

Figures, formulas and reference tables last verified: 6 October 2026.

FAQ

How much does a Roblox scripter cost?

Entry-level scripters charge tens of dollars per small asset; experienced scripters charge hundreds per system; top talent charges thousands or takes a percentage. Portfolio quality — a shipped, playable game — is the value signal, not the hourly rate.

Should I pay 100% upfront?

No. Milestones with partial payment on delivery protect both sides: a first playable, a feature-complete pass and a launch pass, each paid as it lands. 50% upfront is a red flag from a stranger and a risk for you.

How much does a Roblox game actually earn?

You keep 70% of in-experience Robux sales and 30% of marketplace sales, and up to 90% of real-currency products. So a commission is priced against 70% of gross, not gross: a $300.00 system has to move about 112,782 gross Robux to pay for itself.

What is a fair revenue share percentage?

Common rev-shares run around 5–20% of game earnings, but the number matters less than the wording. Pin whether it is percent of gross, of net after platform fees, or of group funds received, plus how long it lasts — the gross-vs-net gap alone was 22,500 Robux ($85.50) a month in the example on this page.

Can I pay a developer in Robux?

Yes, and it is common — but a collaborator cannot convert Robux to money until they clear the DevEx gate: age 13 or older and at least 30,000 earned Robux, worth $114.00 at the published rate of $0.0038 per Robux.

What is the DevEx rate for Robux?

Roblox’s own page quotes 10,000 Robux = $38 USD, which is $0.0038 per Robux. That is the fixed rate for eligible creators — it does not fluctuate with the item price the buyer paid.

Where do I find Roblox developers to hire?

The Talent Hub is the platform’s official marketplace for collaboration and hiring. Around it, genre-specific and studio-recruitment Discord servers and portfolio sites are where most individual commissions actually get agreed. Always check for a shipped, playable game.

Is it safe to give a developer my account?

Never. Add collaborators to your group with the specific roles they need instead. Sharing a password hands over your whole account, including the ability to spend or withdraw your Robux — there is no legitimate reason a contractor needs it.

What should a commission contract include?

Four things at minimum: exactly what is built and how many revision rounds, the delivery date, the payment schedule tied to milestones, and where the finished assets live (a group you own, or export files you hold). For rev-shares, add percent of what, paid when, for how long, and who can see the ledger.

How much does the platform take from Robux sales?

You keep 70% of in-experience sales, 30% of marketplace sales, and up to 90% of real-currency products. So every commission budget should be planned against 70% of gross Robux — the marketplace cut is nearly twice as heavy.

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