Roblox for entertainment

Roblox for entertainment: the trailer people play

A premiere has a hard date, and Roblox is one of the few channels where the audience spends the pre-release week inside your universe instead of skipping past it.

~7 min
average session in a film world
2.5 min
length of the trailer it replaces
48
worlds shipped since 2022
weeks
from brief to premiere launch

What we build for releases

The deadline is the premiere. Everything is planned backwards from that date.

01

Playable trailers

A world set inside the film’s universe: its locations, characters and tone as gameplay. The audience explores the setting voluntarily and three times longer than any cut of the trailer.

02

Premiere events

Timed drops, quests and rewards synchronised with the release calendar — the world peaks in the exact window when the box office is decided.

03

Franchise worlds

For IP with a slate, the world persists between releases and re-dresses per instalment, the way a seasonal retail world does. The audience carries over.

How a premiere project runs

Weeks, not quarters — the date does not move, so the scope is cut to fit it.

  1. 01

    Universe mapping

    We pick the film’s most playable location and mechanic — the scene the audience would want to be inside, not the poster.

  2. 02

    Build against the date

    Production scoped backwards from the premiere. IP approvals run in parallel with the build, not before it.

  3. 03

    Premiere window live-ops

    Launch 1–2 weeks ahead, event peak on the opening weekend, rewards that send players to talk about the film where their friends are.

Takeovers & rush work

We pick up games other studios built — and we start this week

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 link
  • 01

    Inherited codebases

    We 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.

  • 02

    Live-ops on a running game

    Events, new mechanics, seasonal drops, balance and monetisation patches — published to a game that stays online while players are in it.

  • 03

    Rush timelines

    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.

Entertainment questions we hear first

Including the one about the release date.

Blog
The premiere is in six weeks. Is that enough?

Usually yes. A premiere world is scoped backwards from the date: one strong location, one mechanic, one reward loop. We have shipped release-tied worlds on timelines a full custom world would never fit.

How is this better than buying trailer views?

A view is 2.5 minutes at best, skipped at worst. Our film world held players about 7 minutes on average, voluntarily, inside the film’s universe — and minutes a person chose to spend are a different unit of attention than impressions served at them.

What happens to the world after the release window?

Either it archives with the campaign, or — for franchises — it persists and re-dresses for the next instalment, keeping the audience between releases. The second path is where the economics get interesting.

The opening weekend is decided before the opening

Bring the date; we will bring the scope that fits it.

Discuss a premiere world