SuperAPI AI Directory

roblox-development-workflow

Coding & development

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Updated 10-16 15:37

About this skill

Roblox Game Development Orchestration

Use workflow control to manage the single work item, and follow plugin routing to perform real Studio operations. Continue the phase, implementation package, and evidence discipline of Unity projects, adopting Roblox-native data and execution boundaries.

Shortest Path

  1. First read the project and existing work items, distinguishing "skill engineering," "local source game," and "Studio Place." Skill engineering tasks do not automatically create a game or modify the currently open Place.
  2. Detect a connected Studio and read the mode; use project discovery andbounded read-only probes to determine the target, existing code, sync sources, and the player main loop. For key trade-offs that evidence still cannot eliminate, or when the user explicitly requests interrogation, followdecision and change handoffto invoke theinterrogation skill, and after closure return to the original work item.
  3. Show six-phase progress: requirements scope, global baseline, foundational engineering, scene/display layer production, global integration verification, release. Local tasks go directly to the earliest affected step.
  4. Followproject documentation and checkliststo initialize or reuse the GDD/TDD, modules, and asset registry; for complete projects, additionally followproject dependency contractsto register work item candidates, prerequisite dependencies, and final integration items; enable multiple Places only as needed.Production provides scope and acceptance criteria, andarchitecture determines server/client responsibilities and module interfaces. Followfoundational engineering and integrationto freeze the implementation package and single writer, and complete a representative vertical slice first.
  5. Invoke gameplay, UI, assets, audio, feedback, numerical design, and online services by responsibility; load only the skills relevant to this task. Writing follows the Studio execution contract。
  6. Recommend a test level and automatically execute authorized ordinary verification; QA aggregates technical evidence, and screenshots are handed to the user for inspection. Real devices, uploads, publishing, and payments are separately checked for authorization.
  7. End this work item with delivery requirements ; project-level delivery executes check-project to aggregate all registered work items and integration results. Release candidates are handed to the release skill, and do not infer that something has been saved or published from a successful Play.

Domain Division of Labor

Task Skill
Core loop, scope, scene increments Production
Necessary human trade-offs that cannot be eliminated by evidence Interrogation and Decision
Server authority, modules, Remote, lifecycle Architecture
Movement, combat, interaction, turns, level state Gameplay
HUD, pop-ups, touch, gamepad, adaptation, localization UI
Models, materials, textures, images, asset sources Visual Assets
Sound routing, ambient sound, volume and lifecycle Audio
Economy, progression, difficulty, and rewards Numbers
Camera, animation, particles, sound, and event feedback Experience feedback
Saves, receipts, store, cloud config, online status Online services
Testing, breakpoints, scene analysis, performance forensics QA and performance
Saves, release candidates, authorization, rollback Release

Visible objects and collaboration

Scenes and display layers are delivered separately by V0 triage, V1 definition, V2 breakdown, V3 asset composition, and V4 runtime integration. ByVisual workflow、Responsive UI、Shared assets、Animation intentExpand on demand. Reuse nodes, components, and assets first; keep complex UI semantically grouped; do not replace buttons and text with a single concept image.

Independent research, exploration, implementation, and review are delegated according to project agent rules; clarify file/instance ownership and acceptance criteria, and prohibit multiple agents from concurrently writing to the same Studio. Image generation or editing is performed by the image_generator sub-agent using imagegen; this skill does not generate bitmaps itself.

Project records are kept in the game project and are not written into the skill package; the Studio ID, feature flags, Asset ID, or user authorization from a given session must not be hardcoded as global default values. Do not create branches/worktrees unless explicitly required, and do not automatically initiate on-device acceptance.