Open to producer roles · 2026

I make Roblox games millions play.

I'm MuffinHandler. I've built on Roblox for 10 years and founded Playscape, my own games company, in 2022. I own every game here and run them end to end: planning, scripting, UI, analytics and weekly live ops.

See the games
Lifetime visits on games I own
600M+
Visits on 2 Player Millionaire Tycoon
171.8M
Members across my 51 groups
7.5M
Years building on Roblox
10

Games I own and run

Showreel

33 seconds of what I ship.

Unedited gameplay from my games: the RNG garage reveal in Car RNG, rolls, combat and upgrades in Slime Simulator, and building in Waterpark Tycoon.

Showreel frame: a 1 in 10 billion exotic car reveal in Car RNG
00:00 Car RNG · garage reveal00:05 Slime Simulator · roll + new slime00:15 Waterpark Tycoon00:19 Upgrade tree00:23 Car RNG · 1 in 250M00:28 Shop UI
Selected work

Games I built, own and grow.

Each of these is mine: I designed it, built it and ran it after launch. Numbers are from Roblox's public API.

Tycoon · 2021 · Tycoon Playground

2 Player Millionaire Tycoon

My biggest game. A two-player co-op tycoon where friends build one base together. It carried Tycoon Playground to 5.5M members, and the 2-player format carried into the tycoons that followed.

171.8Mvisits
793Kfavorites
91%rating
  • Co-op loop and base layout built for two players sharing one plot
  • Spun into Princess Tycoon (49.7M) and Youtuber Tycoon (31.3M)
Gameplay
Tycoon · 2020 · Playscape

Waterpark Tycoon

Build your own waterpark: pools, slides and decks unlock stage by stage, and guests pay to swim. GamingWithKev played it on his channel; that video alone has over 400K views.

6.5Mvisits
48.9Kfavorites
GWKfeatured on YouTube
  • Stage-by-stage build flow with a clear next purchase at every moment
  • Guest income loop that keeps paying while you build
1 in 10,000,000,000 reveal
RNG · 2024 · AlphaPoint Studios

Car RNG

Roll for real-world-inspired cars from Common to Exotic. Every roll plays out in a garage: the shutter lifts, the car is lit, and the rarity lands with a burst sized to the odds.

168Kvisits
1 in 10Brarest odds
Showroomcar inventory
  • Rarity ladder and reveal pacing that make a rare pull feel earned
  • Garage reveal, showroom and car inventory UI
Roll → new slime → coin plate
Simulator · 2026 · Slime Playground

Slime Simulator

Roll slimes, fight through zones, rebirth for luck. It's one of three slime games I launched in 2026 on a shared codebase (with Roll a Slime and Slime Empire Tycoon), each tuned as its own product.

51zones built
188slimes, released in waves
3games, one codebase
  • Weekly update waves: new zones, slimes and rebirth caps behind one release config
  • Analytics funnels, economy tracking for every currency, live configs for A/B tests
Case study · Roll a Slime

Making a full server run smoothly on every device.

35 fps56 fpsfull 8-player server, client frame rate
3.75 GB0.42 GBtexture memory on desktop clients
88 ms/s4 ms/sserver script time on a full server
32 s15.7 stime to first play (loading)
  • Profiled with ScriptProfiler under a scripted full-server stress test, then fixed the real offenders
  • Phones got their own memory budget and level-of-detail rules for other players' bases and pets
  • One UI system for touch, mouse and keyboard, and gamepad, with controller hints in every panel
How I produce

From plan to patch notes, every week.

I run updates the way a producer should: small scope, a fixed date, a test pass, and a look at the numbers after it ships.

Scope

Pick the one goal for the update, cut everything that doesn't serve it, split the rest into tasks.

Launch = 25 of 51 zones, 146 of 188 slimes. The rest ships in waves.

Build

Luau systems, UI and art in parallel, with AI agents wired into Studio and Blender doing the heavy lifting.

Work that took weeks now takes days.

Ship

A weekly cadence behind one release switch, so a wave goes live with one command and rolls back just as fast.

ApplyWave(n): zones, walls, slimes and caps in one step.

Measure

Funnels, economy tracking and live configs show where players drop off. The next update starts there.

Onboarding funnel: 17 steps, verified on the server.
What I bring to Indigo

One person who covers the whole pipeline.

Project management

I take updates from plan to release. I scope the work, split it into tasks, set the release schedule, test it and check the numbers after launch.

Live ops

Weekly update waves with new zones, pets and rebirth caps, timed events, daily quests and rewards, balance passes and prices tuned against top games.

Analytics

Roblox analytics end to end: economy tracking for every currency, onboarding and progression funnels, live configs for A/B tests.

Scripting (Luau)

Tycoons, RNG rolls, pets, player data and monetization, plus the performance work that keeps a full server smooth.

AI-assisted workflows

Claude Code and Codex connected directly to Roblox Studio and Blender. They script, test, profile and produce assets.

UI structuring

HUDs and panels built on one structure that works with touch, mouse and keyboard, and gamepad.

Icons & item art

Dev product and game pass icon sets, sprite sheets and item art that sell the purchase at thumbnail size.

Contact

Let's build the next hit together.

Happy to do a test task. The fastest way to reach me is email or Roblox.