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Want to learn Roblox development? Want to learn AI?

Now you can. I finally launched a Skool where I post tutorials and my pre-built files and systems AND where you can ask me questions.

If you want to learn how to build and SHIP Roblox games, come on in! Join free:
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Hey Roblox creators: Anyone know what I should change on this to pass review for an avatar? It keeps getting marked as "sexual content" when a human reviews it.
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Mark Price retweeted
The games we've long wanted, which didn't exist because they'd cost several times more to make than they'd earn back, will soon become possible. As will the games developers wanted to build, but couldn't with the resources available. It'll be a new golden age of gaming.
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Hiring contract game animator (both short / long term).
Must have experience with high-fidelity first person animations, and esp with weapons.

DM me a video/link of your best work.
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Replying to @PlayUGC
This is real USD work. Animations must NOT be created in Roblox or Unreal/etc, but made universal via Blender (though these anims WILL go into Roblox)
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Love this!!!
Today we're standing up XBOX LABS (labs.xbox.com). Here is the note that I sent to the team:

Team,
The first video games emerged some 75 years ago. In the time since, there have been booms and busts, but every year there are more great games to play, more devices to play them, and best of all, more people than ever playing. That growth helped make XBOX what it is today, and we've helped shape the industry in return, from bringing hard drives to consoles and online gaming through Xbox Live to Game Pass and cloud gaming, alongside franchises that have brought millions of people together.
In recent weeks, we've seen games rapidly decompiled and rebuilt to run on hardware they were never originally designed to support. Windows PC builds have been translated to run on Apple Silicon or ported to run inside a browser through WebAssembly and WebGPU, the latter now approaching 90% global browser support. Perhaps more surprisingly, we've seen many of the biggest games in the world have been remixed into the source code of another.
These experiments challenge long-held assumptions about our industry: the tether between software and hardware, the boundary between creation and play, and how people discover and experience games. While it is hard to predict the future of gaming, it is easy to see the possibilities in making great games easier to access, giving old games new life and allowing more players to become creators and co-creators. These are unmistakably good outcomes for players, even when (and sometimes because) they challenge our existing business models.
To explore these possibilities, I’ve asked Scott to stand-up XBOX LABS, a small group of game makers, engineers and scientists whose job is to turn emerging ideas into things our players and developers can experience. We'll build in the open, learn from what people do, and measure success by whether more people are playing and creating.
I think XBOX has an important role to play here. Coding became the first major workload for agents because they can write, run, and test software. Games share many of those same properties, and people spend more than 72 billion hours a year playing XBOX games, roughly five times the estimated time spent writing code worldwide. We've spent 25 years learning how to make great games, and I want our game makers to help shape what these new technologies make possible. As we learn, we’ll share the tools we build with developers across the industry, just as we always have.
Our priorities aren't changing. We remain committed to the 4Cs, to making great games, to our hardware and to being responsible stewards of IP and the communities built around it. LABS gives us a way to explore new technology that is game design led without abandoning the work already underway.
Asha
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LOVE this
@technosucks Our more modest aim is to survive the AI revolution, help other developers do the same, and come out on the other end making better code and content faster.
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Great. I wanted this 1.5 years ago, but at least I have a spark of hope now that UE has a chance in this new world.
We have a huge pivot underway here at Epic, moving developers around to retool for maximum AI acceleration.

The aim isn't to do the same stuff with fewer people, but to enable everyone here to build MORE and BETTER stuff, and to bring the benefits to all teams using Unreal.
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Yessssss! No more double spending!
We’re rolling out monthly Claude Platform API credits for Max and Team plans:

Max 5x: $100
Max 20x: $200
Team: up to $500, pooled

Works on any model, including Haiku 5.5, in your code or third-party harnesses.

How it works and full terms: support.claude.com/en/articles/17…
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Devs at Roblox: You still going to support ReactLuau into the future?

I'm finding AI can work with it MUCH better than the native way of doing things.
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Must Watch on AI and Game Development: youtube.com/watch?v=Zn9u4s…
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As a SOLO user of AI, what is your avg monthly spend?

This is mine. I'm curious where I sit among all you creators/builders. I spend $500/m on AI.
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this is great! you've built so much so fast!
1 week of #Roblox #gamedev .
Here is my progress so far. The game is NOWHERE close to ship. Im working on art right now and replacing a lot.
But I thought would be cool to give some progress update in the shape of a trailer.
Asked #Claude #ai to play the game and record it =)
it will be ready! @RobloxCreators
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bro. Open AI going bonkers on these credit cuts and increased pricing. I already use all my tokens by mid-week. Now i'm looking at running out in 48 hours. And paying the $500 plan is really only a 20% gain from the current $200 plan 🫠
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this is really cool, though i was eagerly waiting for "but then we found the Zerg and everything changed"
This is the future we shall bring into being
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Anyone have solid skills for sales-focused UI & UX design for websites and sales funnels?

ie Skills that understand outcomes and sales funnels and outcome based design through visuals...so not just pretty, but designed for converting customers while also being pretty.
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I hope it’s got Drag Me To Hell vibes and that @ActwithAlison is in it
The live-action ‘99 NIGHTS IN THE FOREST’ movie - based on the Roblox game - is moving forward.

Sam Raimi is set to produce with Josh Cooley (‘Transformers One’) writing the script.

(Source: hollywoodreporter.com/movies/movie-n…)
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This is the right pipeline for good 3D generation. It’s about breaking it up into phases. Anyone can do this now if they set up the pipeline, whether it’s a node GUI or how I do it with a series of skills in Codex. Great stuff!
GPT-6 made GTA 6 beach house using MCP tools!

Running Astra only through Blender MCP didn’t work for me, since it was mainly using primitive shapes to build the assets.

Now, with @Atlas3DAI workflows and Tripo, that changed!

Initially, I thought Tripo P2 would be the way to raight into Blender. I tried it, but I didn’t get the results I wanted. Don’t get me wrong, P2 is great and a big improvement over P1, I just wanted more detail for this project. So I ended up using Tripo 3.1.

First, I needed a good starting point. I gave Astra some concept art and YouTube links, and it generated great reference images to work with.

With Atlas workflows, I used those references to generate images for all the individual parts. Using Atlas MCP, I exported them and automatically renamed everything based on the prompts. The next step was feeding the images into Atlas Batch Composer so it could run all the 3D generations in one go.

I asked Astra to optimize the generated assets to either 5K or 1K triangles, depending on their form and size. After a few tests, Astra made the process faster and faster. I gave it all 70 high-poly assets and let it run.

Astra then took care of the whole build. It imported the optimized assets into Blender and used the reference images to start recreating the house. I only had to give it directional feedback twice and manually rescale a few things.

There were still a lot of parts, though. Each beam was a separate object, and I knew that wasn’t ideal if I wanted to export the house to UEFN or Unreal Engine.

So I asked Astra to export only the unique assets. Then, using UEFN MCP, it rebuilt everything 1:1 while reusing modular parts like beams and windows.

I really enjoyed watching it place all the pieces in UEFN, almost like watching a timelapse of the house being built!
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This is an example of what I offer with the PlayKit. You simply install the kit, and can build full 3D assets for your game without ever leaving your AI window.

In this case, we built assets and imported them into Roblox Studio. But it supports Unreal, Unity too.
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Replying to @PlayUGC
You can get access to the PlayKit here:
create.playugc.com
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Had a great interview. We talked about UEFN and Roblox and AI and the future of games.
A lot of you asked for this one. 👀

Sat down w/ @PlayUGC to talk about AI & game development.

We get into the new UEFN MCP, Roblox, AI agents, what these tools can actually do today, where they still fall short, and what it all means for creators.

Creative Juice is LIVE (YT/ Podcast app)
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