The StudioDojo pipeline
StudioDojo teaches the process real studios use to take a game from an idea to something people can play. It is the top rung of our maker-ladder — after building a place (BrickTots), making a fair course (ObbyPals) and editing a level (WorldForge), StudioDojo is about designing and shipping.
The five steps
- Scope. Say your game in one sentence, pick the one core verb, and write the win condition. If you can’t say it simply, it isn’t scoped yet.
- Build. Choose only the parts your core loop needs (2–4), the rules that make the goal reachable (2–3), and one safety/fairness choice you make on purpose.
- Playtest. Print the rubric and watch three real people play without you explaining. Where do they get stuck? When do they lean in?
- Revise. Change one thing your playtest pointed at — not five. Then playtest again.
- Ship. You leave with two files: a compact design code you keep, and a real Roblox Studio (Luau) starter.
The coach only asks
StudioDojo’s coach never writes your game or hands you an answer — it asks the questions a good mentor asks, and the design stays yours. That’s deliberate: designing is a skill you build by making the decisions yourself.
The Studio bridge
When you ship, StudioDojo generates a Luau project starter — a commented script with an idiomatic snippet for each rule you chose. It is a starting point, not the finished game. Open Roblox Studio, add your parts, paste it into a Script, and grow it. Nothing uploads; the starter is yours to build on.
A design is a file you keep
Your design code (a short sd1-… line) captures your whole design. Save it, paste it back anytime to reopen, or share it. It lives only on your device — no account, nothing sent anywhere.
What it teaches (and what we don’t claim)
StudioDojo is practice in the game-design process and the discipline of designing for a player, not for yourself. We make no claim it raises IQ or makes you an entrepreneur — it’s an honest studio for learning how games get made and shipped.