Hire Roblox Developers
Experienced Luau engineers and game designers, available as a dedicated team for your project.
What this includes
- •Dedicated Luau engineers working directly on your project
- •Game design support covering core loops, progression, and economy
- •Server-authoritative architecture and anti-exploit systems
- •Data persistence, DataStore design, and migration handling
- •Code review and technical audit of an existing codebase
- •Post-launch maintenance and platform-update compatibility
Hiring for Roblox is harder than hiring for most platforms. The talent pool skews young and self-taught, portfolios are difficult to verify, and the skills that matter most, server-authoritative architecture and data safety, are exactly the ones that do not show up in a gameplay video. A game can look finished and still be one exploit away from an economy reset.
Santoz Studios is a full-time Roblox development studio. We have completed 45 projects and logged 3,730 hours of client work on Upwork, where we hold Top Rated status. This page explains what hiring us actually looks like, so you can decide whether we fit before you spend time on a call.
Who you are working with
You get a small, senior team rather than a rotating bench. Arya Harshwardhan leads development and owns technical architecture, performance, and exploit resistance. Shubham Sambher works across Luau systems, custom engines, and data pipelines. Rahul Sharma leads game design, covering gameplay loops, economy balance, and player experience.
A small team is a genuine trade-off and worth being clear about. We cannot staff twenty people onto a project next week. What you get instead is that the people who scope your project are the people who build it, and nothing is lost in a handoff between a sales team and a delivery team.
What we actually do
Most engagements fall into one of three shapes.
Build from scratch. You have a concept and want a shipped game. We handle design documentation, systems architecture, Luau implementation, art coordination, QA, and launch. This is the longest engagement type and the one where design input matters most early.
Extend an existing game. You have something live and need new systems, a monetisation layer, or a performance rescue. We audit first. An audit is not a formality: inherited Roblox codebases frequently have client-authoritative logic or DataStore patterns that will lose player data under load, and both are cheaper to find before you build on top of them.
Brand and IP experiences. Campaign work with a fixed launch date and a brand standard to meet. We built a virtual concert experience on Roblox for Swedish pop artist and Eurovision contestant Theoz, which is a different discipline to live-ops game development: the deadline does not move, and the experience has to survive a traffic spike at launch.
How we scope and quote
We quote against a defined deliverable, not an open hourly meter. The sequence is:
- A free consultation where we ask what the game needs to do, not what features you want.
- A written scope with explicit inclusions and, more importantly, explicit exclusions.
- A fixed quote and a milestone schedule against that scope.
- Change requests are priced separately rather than silently absorbed or silently dropped.
The exclusions matter more than most clients expect. Almost every troubled Roblox project we have inherited went wrong because "and a trading system" was assumed by one side and not the other.
What we will tell you honestly
We will tell you when a feature is not worth building. We will tell you when your scope does not fit your budget, rather than agreeing and delivering a thinner version of it. If your project is small enough that a single competent freelancer is a better economic fit than a studio, we will say so.
We will also tell you when an existing codebase should be rebuilt rather than patched. That is a more expensive recommendation and clients do not enjoy hearing it, but the alternative is charging you to build on a foundation we already know will fail.
How to evaluate us, or anyone else
Whether or not you hire us, these are the questions worth asking any Roblox developer:
- Where does your game state live, and what happens if a client sends a malformed remote event?
- How do you handle a DataStore write failure during a server shutdown?
- Show me a game you shipped that is still live, and tell me what broke after launch.
- What happens to the code and assets if we stop working together?
- Who specifically will write the code, and are they the person I am talking to now?
A developer who answers the second question well is worth more than one with a better showreel. Data loss is the failure mode that ends Roblox games, and it is invisible until it happens at scale.
Frequently asked questions
What does it cost to hire a Roblox developer?
Rates vary widely across the market. Freelancers on marketplaces range from budget hourly rates to premium specialist rates, while studios typically quote per project. We scope each engagement and quote against a defined deliverable rather than selling hours, so you know the cost before work starts. Contact us for a free consultation.
Can I hire a developer for an existing game?
Yes. A large share of our work is taking over or extending existing Roblox projects. We start with an audit of the current codebase and data architecture, then give you an honest recommendation: iterate on what exists, or rebuild the parts that will not scale.
How do you handle intellectual property?
You own the work. Code, assets, and design documentation produced for your project transfer to you. We are happy to work under your NDA.
What is your availability and communication like?
We work as a full-time studio, not as evening freelancers. You get a named point of contact, regular progress updates, and a shared view of what is in flight at any time.
Related work

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Further reading
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