Incorrupted Open to full-time roles
Incorrupted's avatar: a yellow Roblox character with antlers, a beanie and sunglasses

Incorrupted

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.

Now
Project Manager & LiveOps lead at Breakout Studios
Based
Cyprus, local time
Teams
Lead teams of 7–8 people
Roblox
Since 2019
Open to
Full-time producer roles
  • 87M+visits on games I produced or co-own
  • — people playing Connecting to Roblox
  • 169M+visits across all games I’ve worked on

A few in more detail

Producer2024Tower obby

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
Play on Roblox

Co-Owner & Producer2025Obby & platformer

Fling to Climb

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.

Visits
54.9M
Favorites
109.9K
  • Game Production
  • Team Lead
  • Monetization Strategy
  • Live Ops
Play on Roblox

LiveOps, Monetization, UX2026Vehicle simulator

Baseplate Drifting

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.

Visits
38.6M
Favorites
1.6M
  • Live Ops
  • UX
  • Monetization Strategy
Play on Roblox

ARPDAU Robux per daily active user

Original upload (G1) vs reupload (G2), first 20 days live

  • G2 reuploadApr 6 – 25, 2026
  • G1 originalJun 1 – 20, 2025

Daily ARPDAU from Roblox Creator Analytics, values hidden. Day 1 is Jun 1, 2025 for G1 and Apr 6, 2026 for G2.

Owner, Producer, Game Design2025Simulation

Item RNG

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.

  • Game Production
  • Game Design
  • Monetization Strategy
Play on Roblox

ARPDAU Robux per daily active user

Before and after the monetization update, Sep 9 – Oct 12, 2025

+324%average ARPDAU, after vs before

  • Daily ARPDAUbefore avg R$1.05 · after avg R$4.44

Daily ARPDAU from Roblox Creator Analytics. The update went live on Sep 19, 2025.

View data

End to end

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.

  1. 01

    Concept

    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

  2. 02

    Systems

    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

  3. 03

    Production

    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

  4. 04

    Art & UI

    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

  5. 05

    Launch

    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

  6. 06

    LiveOps

    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

7 years on Roblox

  1. Project Manager & LiveOps lead · Breakout Studios

    Project management and LiveOps on the studio’s games.

  2. Game producer · Independent

    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.

  3. 3D modeller · Per Games Studio

    3D modelling for the studio, plus freelance 3D commissions on the side.

  4. Roblox developer · Independent

    Started as a 3D modeller and picked up building, UI and game design along the way, which is how I got into production.

Production

  • Leading teams of 7–8
  • Roadmaps and deadlines
  • Removing blockers
  • Handoff briefs
  • Playtesting

Game design

  • Core loops
  • Economy and progression
  • Monetization
  • UX

Data & growth

  • Retention and drop-offs
  • Revenue, ARPDAU and conversion
  • The home page algorithm
  • Thumbnail testing

Art

  • 3D modelling
  • Rigging
  • Building
  • UI design

ToolsRoblox Studio, Blender, Substance Painter, Figma, Trello, Miro, Jira, Notion, Milanote

Hiring a producer?

I’m open to full-time producer roles. DM me on Discord or send me an email.

Discord incorrupted
Email incorruptedx@gmail.com