We're just a few weeks away from launching our Roblox x Goblintown game and it's been quite a journey! As we get closer to release, I wanted to share 3 key learnings from this process: 1. Translating assets to Roblox has some unexpected hurdles. For example, we had to remove certain anatomical details from some of the goblins so the game wouldn't get boxed into a 17+ age rating. With over 60% of Roblox's 300 million monthly players being under 17, ensuring a younger audience was crucial. 2. Game development is an iterative process. We realized partway through that we didn't initially include features like leaderboards that players expect and help with game retention. Rather than delaying, we're happy to ship the core experience first and roll out additions like leaderboards post-launch. 3. When we had play tests, we realized how valuable UGC items were as one of the biggest draws players expressed interest in was being able to attain unique items in the game. As a result, an immense amount of thought and planning went into enhancing our UGC system to provide a deeper, more compelling experience for players. Bringing a big franchise like Goblintown into Roblox's massive ecosystem has been really exciting but definitely came with its own set of challenges. We're pumped to get this weird little game out into the world by month's end! Let me know if you have any other thoughts or feedback. #roblox #gaming #goblintown #ugc #gamedev
Great insights Diana Fox, thanks for sharing
This will be big!
Congrats Diana! I love to see some gaming content on here :)
👏🏻👏🏻
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4mo🚀