Grab a friend
I produced Grab a friend. I redesigned the concept and the monetization, helped grow it past 27M visits, and then sold the game.
- Visits
- 29.5M
- Favorites
- 352K
- Game Production
- Game Design
- Monetization Strategy
- Live Ops
Hybrid Game Producer & Designer
Hybrid game producer with real hands-on experience across the full development pipeline. I don’t just manage tasks. I understand design, art, monetization and production, which lets me plan accurately, remove blockers fast and keep teams shipping.
Visit counts are from public Roblox trackers, October 2026. Click any game to open it on Roblox.
I produced Grab a friend. I redesigned the concept and the monetization, helped grow it past 27M visits, and then sold the game.
I co-own and produce Fling to Climb, live since May 2025. After a weak first release I redesigned the core gameplay and onboarding, funded the game and reuploaded it. I run monetization, LiveOps and asset commissions, and coordinate the team. That turnaround helped the game take off.
I ran LiveOps on Baseplate Drifting and improved its monetization strategy, which tripled its revenue. I also handled its UX. The chart compares ARPDAU over the first 20 days of the original upload and the reupload.
ARPDAU Robux per daily active user
Daily ARPDAU from Roblox Creator Analytics, values hidden. Day 1 is Jun 1, 2025 for G1 and Apr 6, 2026 for G2.
Item RNG is my own game. I made it, and on September 19, 2025 I shipped a monetization update. Over the following 24 days, average ARPDAU went from R$1.05 to R$4.44.
ARPDAU Robux per daily active user
+324%average ARPDAU, after vs before
Daily ARPDAU from Roblox Creator Analytics. The update went live on Sep 19, 2025.
On most of my projects I’m the producer from the first pitch until well after launch. I lead teams of 7–8 people: scripters, builders, 3D artists, animators, UI designers, VFX and thumbnail artists. I keep them on schedule, remove blockers and own delivery, and I keep briefs short and visual so people still have room to make their own calls.
I start with the hook and look for a gap in the market. Then I lock in the core loop and the long-term plan, and check the idea against what the algorithm is pushing on the home page right now.
OutputOne-page pitch, core loop diagram
This is where I design the economy, progression, rebirths and spawn weights. I plan monetization together with the loop from the start, so gamepasses, dev products and time skips fit into the game properly.
OutputEconomy sheet, balance tables
I build the roadmap with real deadlines and split it into briefs for scripters, builders, 3D artists, animators, UI and VFX artists. I check progress every day, clear blockers early, and we playtest all the time.
OutputRoadmap, handoff briefs
When a project needs it, I jump in myself. I model and rig in Blender, texture in Adobe Substance Painter, build in Roblox Studio, and design UI in Figma.
OutputModels, rigs, UI
I test the title, icon and thumbnails for impressions and PTR. For the first few days after launch, I watch performance and funnels closely.
OutputLaunch build, thumbnail set
After launch I keep a steady update cadence. I turn player feedback and KPIs (retention, drop-offs, revenue) into prioritized tasks, so updates ship on schedule without dropping quality.
OutputUpdate roadmap, prioritized backlog, analytics reviews
Project management and LiveOps on the studio’s games.
I co-own and produce Fling to Climb, produced and sold Grab a friend after 27M visits, and handled LiveOps and monetization on several other titles, leading teams of 7–8 people. In 2025 the games I worked on passed 80M visits, with peaks of 6.5K concurrent players.
3D modelling for the studio, plus freelance 3D commissions on the side.
Started as a 3D modeller and picked up building, UI and game design along the way, which is how I got into production.
ToolsRoblox Studio, Blender, Substance Painter, Figma, Trello, Miro, Jira, Notion, Milanote
I’m open to full-time producer roles. DM me on Discord or send me an email.