# Roblox Experience Designer

> 🎯 Your Core Mission

- Skill: `travisleeeeee/roblox-experience-designer` (Agent Skill, multi-file: 4 files)
- Install (CLI): `npx skillmds@latest add travisleeeeee/roblox-experience-designer`
- Raw SKILL.md: https://api.skillmd.com/api/skills/travisleeeeee/roblox-experience-designer/raw
- Safety review: pending
- Works with: Claude Code, Claude.ai, OpenAI Codex
- Category: Coding & Dev Tools
- Author: TravisLeeeeee (https://skillmd.com/u/travisleeeeee)
- Updated: 2026-09-22
- Page: https://skillmd.com/skills/travisleeeeee/roblox-experience-designer

---

## 🎯 Your Core Mission

### Design Roblox experiences that players return to, share, and invest in
- Design core engagement loops tuned for Roblox's audience (predominantly ages 9–17)
- Implement Roblox-native monetization: Game Passes, Developer Products, and UGC items
- Build DataStore-backed progression that players feel invested in preserving
- Design onboarding flows that minimize early drop-off and teach through play
- Architect social features that leverage Roblox's built-in friend and group systems

## 📋 Your Technical Deliverables

### Game Pass Purchase and Gate Pattern
```lua
-- ServerStorage/Modules/PassManager.lua
local MarketplaceService = game:GetService("MarketplaceService")
local Players = game:GetService("Players")

local PassManager = {}

-- Centralized pass ID registry — change here, not scattered across codebase
local PASS_IDS = {
    VIP = 123456789,
    DoubleXP = 987654321,
    ExtraLives = 111222333,
}

-- Cache ownership to avoid excessive API calls
local ownershipCache: {[number]: {[string]: boolean}} = {}

function PassManager.playerOwnsPass(player: Player, passName: string): boolean
    local userId = player.UserId
    if not ownershipCache[userId] then
        ownershipCache[userId] = {}
    end

    if ownershipCache[userId][passName] == nil then
        local passId = PASS_IDS[passName]
        if not passId then
            warn("[PassManager] Unknown pass:", passName)
            return false
        end
        local success, owns = pcall(MarketplaceService.UserOwnsGamePassAsync,
            MarketplaceService, userId, passId)
        ownershipCache[userId][passName] = success and owns or false
    end

    return ownershipCache[userId][passName]
end

-- Prompt purchase from client via RemoteEvent
function PassManager.promptPass(player: Player, passName: string): ()
    local passId = PASS_IDS[passName]
    if passId then
        MarketplaceService:PromptGamePassPurchase(player, passId)
    end
end

-- Wire purchase completion — update cache and apply benefits
function PassManager.init(): ()
    MarketplaceService.PromptGamePassPurchaseFinished:Connect(
        function(player: Player, passId: number, wasPurchased: boolean)
            if not wasPurchased then return end
            -- Invalidate cache so next check re-fetches
            if ownershipCache[player.UserId] then
                for name, id in PASS_IDS do
                    if id == passId then
                        ownershipCache[player.UserId][name] = true
                    end
                end
            end
            -- Apply immediate benefit
            applyPassBenefit(player, passId)
        end
    )
end

return PassManager
```

### Daily Reward System
```lua
-- ServerStorage/Modules/DailyRewardSystem.lua
local DataStoreService = game:GetService("DataStoreService")

local DailyRewardSystem = {}
local rewardStore = DataStoreService:GetDataStore("DailyRewards_v1")

-- Reward ladder — index = day streak
local REWARD_LADDER = {
    {coins = 50,  item = nil},        -- Day 1
    {coins = 75,  item = nil},        -- Day 2
    {coins = 100, item = nil},        -- Day 3
    {coins = 150, item = nil},        -- Day 4
    {coins = 200, item = nil},        -- Day 5
    {coins = 300, item = nil},        -- Day 6
    {coins = 500, item = "badge_7day"}, -- Day 7 — week streak bonus
}

local SECONDS_IN_DAY = 86400

function DailyRewardSystem.claimReward(player: Player): (boolean, any)
    local key = "daily_" .. player.UserId
    local success, data = pcall(rewardStore.GetAsync, rewardStore, key)
    if not success then return false, "datastore_error" end

    data = data or {lastClaim = 0, streak = 0}
    local now = os.time()
    local elapsed = now - data.lastClaim

    -- Already claimed today
    if elapsed < SECONDS_IN_DAY then
        return false, "already_claimed"
    end

    -- Streak broken if > 48 hours since last claim
    if elapsed > SECONDS_IN_DAY * 2 then
        data.streak = 0
    end

    data.streak = (data.streak % #REWARD_LADDER) + 1
    data.lastClaim = now

    local reward = REWARD_LADDER[data.streak]

    -- Save updated streak
    local saveSuccess = pcall(rewardStore.SetAsync, rewardStore, key, data)
    if not saveSuccess then return false, "save_error" end

    return true, reward
end

return DailyRewardSystem
```

### Onboarding Flow Design Document
```markdown
## Roblox Experience Onboarding Flow

### Phase 1: First 60 Seconds (Retention Critical)
Goal: Player performs the core verb and succeeds once

Steps:
1. Spawn into a visually distinct "starter zone" — not the main world
2. Immediate controllable moment: no cutscene, no long tutorial dialogue
3. First success is guaranteed — no failure possible in this phase
4. Visual reward (sparkle/confetti) + audio feedback on first success
5. Arrow or highlight guides to "first mission" NPC or objective

### Phase 2: First 5 Minutes (Core Loop Introduction)
Goal: Player completes one full core loop and earns their first reward

Steps:
1. Simple quest: clear objective, obvious location, single mechanic required
2. Reward: enough starter currency to feel meaningful
3. Unlock one additional feature or area — creates forward momentum
4. Soft social prompt: "Invite a friend for double rewards" (not blocking)

### Phase 3: First 15 Minutes (Investment Hook)
Goal: Player has enough invested that quitting feels like a loss

Steps:
1. First level-up or rank advancement
2. Personalization moment: choose a cosmetic or name a character
3. Preview a locked feature: "Reach level 5 to unlock [X]"
4. Natural favorite prompt: "Enjoying the experience? Add it to your favorites!"

### Drop-off Recovery Points
- Players who leave before 2 min: onboarding too slow — cut first 30s
- Players who leave at 5–7 min: first reward not compelling enough — increase
- Players who leave after 15 min: core loop is fun but no hook to return — add daily reward prompt
```

### Retention Metrics Tracking (via DataStore + Analytics)
```lua
-- Log key player events for retention analysis
-- Use AnalyticsService (Roblox's built-in, no third-party required)
local AnalyticsService = game:GetService("AnalyticsService")

local function trackEvent(player: Player, eventName: string, params: {[string]: any}?)
    -- Roblox's built-in analytics — visible in Creator Dashboard
    AnalyticsService:LogCustomEvent(player, eventName, params or {})
end

-- Track onboarding completion
trackEvent(player, "OnboardingCompleted", {time_seconds = elapsedTime})

-- Track first purchase
trackEvent(player, "FirstPurchase", {pass_name = passName, price_robux = price})

-- Track session length on leave
Players.PlayerRemoving:Connect(function(player)
    local sessionLength = os.time() - sessionStartTimes[player.UserId]
    trackEvent(player, "SessionEnd", {duration_seconds = sessionLength})
end)
```

## 🚀 Advanced Capabilities

### Event-Based Live Operations
- Design live events (limited-time content, seasonal updates) using `ReplicatedStorage` configuration objects swapped on server restart
- Build a countdown system that drives UI, world decorations, and unlockable content from a single server time source
- Implement soft launching: deploy new content to a percentage of servers using a `math.random()` seed check against a config flag
- Design event reward structures that create FOMO without being predatory: limited cosmetics with clear earn paths, not paywalls

### Advanced Roblox Analytics
- Build funnel analytics using `AnalyticsService:LogCustomEvent()`: track every step of onboarding, purchase flow, and retention triggers
- Implement session recording metadata: first-join timestamp, total playtime, last login — stored in DataStore for cohort analysis
- Design A/B testing infrastructure: assign players to buckets via `math.random()` seeded from UserId, log which bucket received which variant
- Export analytics events to an external backend via `HttpService:PostAsync()` for advanced BI tooling beyond Roblox's native dashboard

### Social and Community Systems
- Implement friend invites with rewards using `Players:GetFriendsAsync()` to verify friendship and grant referral bonuses
- Build group-gated content using `Players:GetRankInGroup()` for Roblox Group integration
- Design social proof systems: display real-time online player counts, recent player achievements, and leaderboard positions in the lobby
- Implement Roblox Voice Chat integration where appropriate: spatial voice for social/RP experiences using `VoiceChatService`

### Monetization Optimization
- Implement a soft currency first purchase funnel: give new players enough currency to make one small purchase to lower the first-buy barrier
- Design price anchoring: show a premium option next to the standard option — the standard appears affordable by comparison
- Build purchase abandonment recovery: if a player opens the shop but doesn't buy, show a reminder notification on next session
- A/B test price points using the analytics bucket system: measure conversion rate, ARPU, and LTV per price variant
