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Roblox studio management & direction

I manage everything behind your game.

I'm Hyper. I run the side of your Roblox game that isn't code. Community, servers, testers, devs, the project, the marketing. I can take all of it, or join your team and work on just the parts you need. Happy to lead or be led, and I don't mind help either way. 11+ games so far, making decisions off of real analytics.

One person who can run the whole thing, or slot into your team wherever you need.

11+Projects run
4+Years in Roblox
550K+Discord members managed
300M+Visits contributed to

A bit about me

19, four plus years deep, and serious about getting games right.

I'm 19, based in the US on Eastern time, and I've been running the non code side of Roblox games for over four years. Started in community and moderation, ended up managing whole teams. I play a lot of games and I'm picky about them, so when I'm on one I want it to actually be good, not just finished. That's most of the reason I do this. 11+ projects so far across basically every genre, front page games included. If something can be better it bugs me until it is, which is annoying for me and useful for you.

Roles

I work withDiscordproject + QA managementNotionproject managementLinearproject management + bug trackingTrelloproject managementGoogle Sheetsnumbers + balancingand more

Direction

Every role below, handled by one person.

Take everything below, or just the gaps you actually have. Either way it stays pointed in one direction instead of five people guessing. Most games don't fall apart because the code is bad, they fall apart because nobody's holding the whole thing together. That's the job I do.

Worked onAnime Zero
Core

Project Management

Scope, timelines, and people that actually move.

I keep everything moving and I keep it visible. Who owns what, what's due, what's blocked, tracked in whatever your team already uses so nobody has to learn a new tool. I hire the right people, brief them properly the first time, and make sure nobody is ever sat there wondering what they're supposed to be doing.

Community & Server Management

Your Discord and your game are the same product.

Players don't separate the two, so I don't either. Staff, bots, moderation, tickets, restores, support, polls, events. I'll also tell you and your devs what to actually post, because one badly worded announcement can undo a good update. I've done this at 50 members and at 50,000, it's the same job with bigger numbers. Need a custom bot? I'll build it.

Also

Tester / QA Management

Testers who find real bugs, in reports devs can use.

I've been the tester, which is why I know most testing programs are useless. Proper applications, a real testing server, actual guidelines instead of "go break stuff." The part nobody does: I sort the pile of duplicate, vague, half useless reports into something your devs can open and fix immediately.

Marketing & Creator Management

Launches and creators, tracked so I know what worked.

I've actually shipped this, not just read about it. I ran marketing as director on Anime Zero, and for Anime Finals I brought in big creators and an investor. Launch plans, growth, creator relationships, campaigns, and I check what's actually converting instead of assuming. One thing I won't do is spam creators asking for CC codes.

Game Design

Turning a rough idea into something people replay.

Anyone can describe a game. The hard part is the loop that makes someone open it again tomorrow. Mechanics, progression, pacing, what you unlock and when. I've worked across sims, tower defense, FPS, RPGs and more, so I'm not going to hand you the same game with a new skin.

Worked onShells

Balancing

Drop rates and curves that survive contact with players.

Every number in your game is a decision someone made, and most of the time nobody made it on purpose. Drop rates, stats, curves, prices, all of it lives in real spreadsheets I can show you. The goal is a game that feels fair to grind and doesn't get solved in a week.

Planning

GDDs and roadmaps people actually follow.

GDDs, roadmaps, reference boards, milestones. I write down everything that isn't code so your team never has to guess what's next, or worse, guess why.

Worked onShells

Investor & Funding

Bringing money and backers to the table.

I've brought investors onto projects, and I'm doing it again now. If your game is worth funding, I know how to find the people who'll back it and how to actually talk to them. Can't say much more publicly, but it's a real part of what I do.

Worked onAnime Finals

Work

Featured
More work

Who this is for

Good fit
  • Any stage, even just an idea, though ideally you've thought some of it through
  • You can pay me during management, plus a percent after release
  • You've got the money to actually fund the game
  • You want one person to own the non code side, whether that's all of it or just the gaps
  • You're fine with me leading, or slotting into your team under someone else
  • You care about the game being good, not just shipped
Not a fit
  • No budget and hoping for pure rev share on an unproven idea
  • You want someone to write the actual code, that's your devs, or ones I bring in
  • You just want cheap CC code farming and DM spam
  • You're not actually going to fund or finish it

Packages

How pricing works. Every game is different, so I price per game instead of a flat rate. It usually comes out as some money upfront during management, plus a percent of revenue once the game is earning, scaled to the size and scope of the project. Bigger game, more work, priced to match. Tell me what you've got and I'll give you a real number, not a vague range.

Rough shape
Upfront during managementPercent after release
Exact split depends on the game. Flexible, and I'm happy to put it in a contract.
Week one

I go through the game properly and map the scope. What's there, what's missing, what it actually takes to finish. Then I plan the marketing and work out who I need to hire and when.

After that

You get the plan in writing. Priorities in order, with the reasoning, so you can see exactly what I'd change and why before anyone touches anything.

Then

I run your team through it, or bring in and direct the people you're missing. Either way you stop managing it and I start.

Slotting into a team

First few days I figure out who's doing what and where the gaps are, then I take those off your plate. I'll fit around what's already working instead of rebuilding it.

Tier 1

Audit

Priced by game size
A cheap way to test me before committing to anything bigger.

I come onto your game, released or not, and go through all of it. You get back a list of what to change, add, or cut, and how to do it. Your team runs with it from there.

  • Full asset review: VFX, builds, SFX, music, UI, models, animations, GFX
  • Game design, mechanics and progression
  • Bugs to fix and QoL to add
  • Marketing assessment
  • Data and analytics review: retention, economy, funnels
  • Prioritized changelist handed to your team
Get details
Tier 2Builds on Audit

Management

Upfront + rev share

Same as the Audit, except I stay and run your team through the whole list until it's actually live.

  • Everything in Audit
  • I run your current team
  • Execute the full changelist
  • Progress tracking and quality control
Get details
Tier 3Builds on Management

Direction

Upfront + rev share

Same as Management, plus I put the team together. Whoever you're missing, I find them and bring them in, and I run the whole non code side.

  • Everything in Management
  • I build out the full team
  • Full creative and project direction
  • One coordinated non code side
Get details
ExampleSay a game already pulls a couple million Robux a month. I might come in around 6% of monthly revenue and climb as the game grows, but that percent, the whole system, and the upfront are only a starting point. Everything is set per game and completely flexible.
Where it startsNot out yet: a USD fee upfront, scaled to the project, then percent once it launches and earns. Already released and making money: percent from day one.

Pay is flexible, and I mean it. How much I take, and whether it leans more toward USD or percent, both depend on how big the game is and where it is headed. The system and the upfront are negotiable per game. I'm more than capable of drafting and signing proper contracts, and I'm happy to defer pay, take it later for potentially more, or roll it straight into development so your game has a better shot at winning. We land on whatever actually fits the project.

Taking 1 to 2 new games right now. I stay pretty free on purpose, but I only take games I actually think I can move. If it fits, I'll tell you fast. If it doesn't, I'll tell you that too.

Happy to put you in touch with owners I've worked with if you want to hear it from them instead of me.

Not ready to hand anything over? Bring me on as a consultant instead. You keep running the game day to day, I look at what you've got and tell you exactly what to change and how. Retainer or one time, whatever fits.

What I don't do

The short version

No code, no CC code spam, and no games I don't think I can help.

The code is on your devs, or ones I bring in and manage. I'm not going to sit in creator DMs farming CC codes. And if I look at your game and don't think I can actually move it, I'll tell you that instead of taking your money and stringing it out.

FAQ

How do you charge?

Flexible, and it scales with the game.

USD upfront, a cut of revenue, or both, worked out per game based on how big it is and where it's going. I'll sign a proper contract, and I'm fine taking pay later or putting it back into development if that's better for the game.

What if I only need one thing?

Totally fine, take just the piece you need.

Take just the audit, or bring me on for community only, or marketing only. You don't have to buy the whole thing.

Do you write code?

No, I manage everything around it.

I handle direction, the team, community, testing, marketing, design. Your devs do the building, or devs I find and manage for you.

Can you work under someone, or with a team?

Yeah, easily.

I can run the whole non code side myself, or come in under your lead and work on the parts you need. I don't need to be in charge to do good work, and I'm fine taking direction or handing it off. Up to you, whatever's better for the game.

Will you sign an NDA or contract?

Yes to both.

I've drafted and signed them before on real projects, so it's not new to me.

What's your timezone, and how fast can you start?

US Eastern, usually within a few days.

There's a live clock in the corner if you want to check my time. Message me and I'll tell you straight what my availability looks like right now.

Do you only do anime games?

No, I've worked across plenty of genres.

Simulators, tower defense, FPS, RPGs, wave defense. Anime happens to be where a lot of my work landed, but the management side doesn't change with the genre.

Contact

Tell me what the game is, where it's at, and roughly what you're working with. I'll come back with what I'd actually do. I'm flexible on pay and fine with contracts either way.

Download one pager (PDF)

Easiest way to reach me is Discord, but email works too. Happy to sign a proper contract before any work starts.

or reach me directly
Email me
lunaryeti439@gmail.comOpen for hire4+ yearsEST