BUILD ACTIVECH_02 · GAMES
Trinity Entertainment

YOUR ROADMAP IS BIGGER THAN YOUR TEAM.

Trinity Games plugs modelers, animators, scripters, UI designers and QA straight into your studio — for one update, one season, or permanently. You keep the vision and the source files. We bring the hands.

SPRINT BOARD · SEASON 04
  • Season map passBACKLOG
  • Boss rig + attack cyclesBACKLOG
  • Shop UI rebuildBACKLOG
  • Save data migrationIN PRODUCTION
  • Device test matrixBACKLOG
  • Weekly patch notesSHIPPED
SPRINT PROGRESS34%
DIAGNOSIS · BACKLOG GROWING

Players don't churn because your game is bad. They churn because it stopped changing.

  • Roblox rewards studios that ship weekly. Most teams are three people who also have to answer Discord.
  • Hiring a full-time modeler for one season of content is expensive and slow — and freelancers disappear mid-sprint.
  • Every discipline you outsource separately means one more person you have to brief, chase and quality-check yourself.
CREW · 05 STATIONS

THE CREW

01

3D MODELING

Props, characters, maps and UGC-ready assets — built to a poly budget that won't tank your framerate.

POLY BUDGET: ENFORCED · FORMAT: FBX + RBXM · TEXTURES: PBR

02

ANIMATION

R15 rigs, emotes, weapon and NPC cycles, cutscenes — exported and tested inside Studio, not just in Blender.

RIG: R15 · SOURCE: BLENDER · DELIVERY: .RBXM + FBX

03

PROGRAMMING

Systems, not scripts: economy, save data, matchmaking, live events, monetization hooks — documented and handed over.

LUAU · DATASTORE · PROFILE SERVICE · CODE REVIEWED

04

UI / UX DESIGN

Shops, HUDs, battle passes and onboarding flows designed to convert, then built as working Studio UI.

FIGMA → STUDIO · MOBILE-FIRST · 9-SLICE

05

QA / TESTING

Structured test passes on every build: devices, edge cases, exploit checks and a written report before you ship.

DEVICE MATRIX · REPRO STEPS · EXPLOIT PASS

PIPELINE · 03 STAGES

SCOPE → SQUAD → SHIP

ST_01

SCOPE

A 20-minute call and your backlog. We come back with what we'd take on, who'd do it and how long it takes.

ST_02

SQUAD

You get a named crew, not a ticket queue. They work in your Studio place, on your branch, in your Discord — with a single point of contact.

ST_03

SHIP

Weekly builds, source files handed over every time, and a written pass before anything goes live.

STANDARDS

WHAT YOU ALWAYS GET

01

Source files, always

Blend, FBX, Figma, RBXM — in your Drive, not in a DM.

OWNERSHIP: 100% YOURS

02

Performance budgets

Poly count, draw calls and memory agreed before a single asset is built.

BUDGET: AGREED UPFRONT

03

Studio-native

Everything tested inside Roblox Studio or UEFN, not just pretty in the viewport.

TESTED IN ENGINE

04

Documented code

Commented, reviewed and handed over in writing — your team can maintain it without us.

HANDOFF: WRITTEN

05

One point of contact

A single lead answers for every discipline on the job.

ESCALATION: 1 LEAD

06

NDA by default

Contract and confidentiality before the first file changes hands.

NDA: STANDARD

Guga028, founder of Trinity Entertainment
BUILD ACTIVE
OPERATOR: GUGA028
TRACK RECORD

No agency layer. A creator picks the crew.

The crew is assembled by Guga028 — a Roblox creator whose work has contributed to over 70 billion visits on the platform, with 200K YouTube subscribers and 130K+ TikTok followers of his own. Over a decade of shipping on Roblox decides who gets hired here and what "done" means.

OPEN SLOTS
SLOT_01ACCEPTING BRIEFS
SLOT_02ACCEPTING BRIEFS
SLOT_03ACCEPTING BRIEFS
MODELS · 03 WAYS IN

THREE WAYS IN

Production is scoped, not packaged: the number comes out of discipline × volume × deadline — and it doesn't exist until we've read your backlog. A 20-minute call gets you yours.

FULL PIPELINE

EMBEDDED SQUAD

A named crew inside your studio, month to month. The full pipeline, always on.

2-4 PEOPLE · 1 MONTH MIN

BOOK A CALL

PER PROJECT

One update, one system, one season. Fixed scope, fixed window.

FIXED SCOPE · FIXED WINDOW

BOOK A CALL

PER ASSET

Batches of models, animations or UI screens. Priced by the batch.

MIN BATCH APPLIES

BOOK A CALL
FAQ

BEFORE YOU ASK

01How much does it work out to?

It depends on the discipline, the volume and the deadline — a modeling batch and an embedded five-station crew aren't the same number. Bring your backlog to a 20-minute call and you leave with a figure.

02Do you work inside our place, or hand over files?

Both. The default is working in your place and on your branch, with source files handed over every week. If you'd rather keep us outside the project, we deliver files only — same standards, same handoff.

03Who owns everything you make?

Your studio, always. Source files — Blend, FBX, Figma, RBXM — are handed over on every delivery, no exceptions. Nothing is ever held back as leverage.

04Can you take just one discipline?

Yes. Most studios start with a single station — usually modeling or UI — and add stations once the handoff rhythm is proven.

05How fast can a crew start?

Usually within a week of scope sign-off. NDA and scope come first, then the named crew and the first weekly build.

06Do you sign an NDA?

Yes, as standard, before the first file changes hands. Unreleased games, unannounced seasons and internal roadmaps stay that way.

BUILD ACTIVE
BUILD READY

SHIP THE UPDATE YOU KEEP POSTPONING.

A 20-minute call. Bring your backlog — we'll tell you what we'd take on.

BOOK A CALL

OR REACH OUT ON LINKEDIN · DISCORD: guga028