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
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.
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
R15 rigs, emotes, weapon and NPC cycles, cutscenes — exported and tested inside Studio, not just in Blender.
RIG: R15 · SOURCE: BLENDER · DELIVERY: .RBXM + FBX
Systems, not scripts: economy, save data, matchmaking, live events, monetization hooks — documented and handed over.
LUAU · DATASTORE · PROFILE SERVICE · CODE REVIEWED
Shops, HUDs, battle passes and onboarding flows designed to convert, then built as working Studio UI.
FIGMA → STUDIO · MOBILE-FIRST · 9-SLICE
Structured test passes on every build: devices, edge cases, exploit checks and a written report before you ship.
DEVICE MATRIX · REPRO STEPS · EXPLOIT PASS
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.
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.
Weekly builds, source files handed over every time, and a written pass before anything goes live.
Blend, FBX, Figma, RBXM — in your Drive, not in a DM.
OWNERSHIP: 100% YOURS
Poly count, draw calls and memory agreed before a single asset is built.
BUDGET: AGREED UPFRONT
Everything tested inside Roblox Studio or UEFN, not just pretty in the viewport.
TESTED IN ENGINE
Commented, reviewed and handed over in writing — your team can maintain it without us.
HANDOFF: WRITTEN
A single lead answers for every discipline on the job.
ESCALATION: 1 LEAD
Contract and confidentiality before the first file changes hands.
NDA: STANDARD

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.
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.
A named crew inside your studio, month to month. The full pipeline, always on.
2-4 PEOPLE · 1 MONTH MIN
BOOK A CALLOne update, one system, one season. Fixed scope, fixed window.
FIXED SCOPE · FIXED WINDOW
BOOK A CALLBatches of models, animations or UI screens. Priced by the batch.
MIN BATCH APPLIES
BOOK A CALLIt 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.
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.
Your studio, always. Source files — Blend, FBX, Figma, RBXM — are handed over on every delivery, no exceptions. Nothing is ever held back as leverage.
Yes. Most studios start with a single station — usually modeling or UI — and add stations once the handoff rhythm is proven.
Usually within a week of scope sign-off. NDA and scope come first, then the named crew and the first weekly build.
Yes, as standard, before the first file changes hands. Unreleased games, unannounced seasons and internal roadmaps stay that way.
A 20-minute call. Bring your backlog — we'll tell you what we'd take on.
BOOK A CALLOR REACH OUT ON LINKEDIN · DISCORD: guga028