Integration into an existing experience
Your brand as content inside a world that already has traffic — an item, a quest, a location. Fastest route to real players, and you inherit that world’s audience whether or not it is precisely yours.
Partnerships
Building your own world means solving discovery yourself. Partnering means renting an audience someone has already earned — faster, cheaper, and with a different set of trade-offs worth understanding before you sign.
From a logo in someone else’s world to a co-owned experience.
Your brand as content inside a world that already has traffic — an item, a quest, a location. Fastest route to real players, and you inherit that world’s audience whether or not it is precisely yours.
Working with the developers and personalities the audience already follows. Their endorsement carries weight no placement buys, and their calendar is the constraint.
Bringing a film, show or franchise into Roblox as playable content. We shipped one for a film distributor that passed 320K visits.
Two brands, one world, shared build cost and two audiences. Works when the fit is genuine and falls apart when it is a media deal wearing a game costume.
The unglamorous part is the part that determines whether it works.
Finding experiences whose actual player base matches your target — by behaviour and demographics, not by the size of the visit counter.
Flat fee, revenue share or co-development, plus what each side owns afterwards. Ownership is where these deals go wrong most often.
Designing the brand into the gameplay so it reads as content. Anything that feels like an ad break in a game gets ignored by players who are very good at ignoring ads.
Agreed telemetry from the partner: visits, engagement with your content specifically, and completion of whatever action counts as the result.
Takeovers & rush work
Send a live Roblox experience with someone else’s code in it. We read that code, fix what is broken, add what you need and publish the update. Deadline was yesterday? Say so in the first message and we plan around it.
Send us the game linkWe take over an existing place — other people’s Luau, other people’s structure — audit it in a few days and keep shipping from there. A rebuild happens only when the audit shows it costs less than the patching.
Events, new mechanics, seasonal drops, balance and monetisation patches — published to a game that stays online while players are in it.
Tell us the date first. We scope backwards from it and answer plainly what fits: a sprint, a weekend, or an overnight hotfix. Small updates go out the same day.
Same terms as any other work: fixed scope, fixed price, the numbers agreed before the first commit.
Media, retail and platform brands.
Usually yes upfront, because you are not paying to build or to solve discovery. It is also rent: when the deal ends, so does the access. Owned worlds cost more and keep working.
By who actually plays it, not by its visit counter. A world with a tenth of the traffic and the right audience will outperform a giant with the wrong one — we screen on behaviour and demographics before recommending anyone.
Roblox has its own brand partnerships team and formal programmes, and plenty of deals are done directly with developers. Both routes are real; the direct route is usually faster and cheaper, and needs someone who already knows the developers.
Whatever the contract says — which is exactly why we put ownership of assets, UGC items and any co-developed content in writing before the build starts.
That is the strongest pattern we see: partner for reach now, build the owned world in parallel, then use the partnership to seed traffic into it at launch.
We will come back with experiences and creators whose players actually match, and what a deal with each would look like.
Talk to us on Telegram