Make Labubus to PROVE MOM WRONG
Joined a live Roblox tycoon after launch to stabilize gameplay, fix bugs, improve animations, and expand progression systems for a studio with over 500,000 community members.
The Project
Make Labubus to PROVE MOM WRONG was a Roblox tycoon experience developed under one of Dragon's studios (founder of DragonTStudios), a Roblox community with more than 500,000 members.
I joined the project after launch as a gameplay scripter to stabilize the experience, resolve production issues, and improve the overall quality of the game.
Unlike many of my projects, I wasn't brought in to build the game from scratch—I was brought in to make an existing live product more reliable, polished, and maintainable.
During its lifetime, the game accumulated approximately 260,000 visits and generated around 50,000 Robux before ultimately being removed due to a DMCA takedown.
Project Gallery



Working in a Live Environment
Working on a live game is significantly different from greenfield development. Every change has to consider existing players, production stability, and compatibility with systems already in use.
- -Worked within an existing codebase
- -Shipped updates to active players
- -Fixed production issues and bugs
- -Improved gameplay flow
- -Maintained stability during live updates
Gameplay Improvements
My work focused on making the game feel more polished and reliable. I addressed bugs affecting progression, improved gameplay systems, and expanded the tycoon experience where necessary.
- -Gameplay bug fixes
- -Tycoon mechanic improvements
- -Progression adjustments
- -Player experience enhancements
- -Quality-of-life additions
Animation and Polish
Beyond functionality, I also worked on improving presentation. Better animations and visual feedback helped make progression feel more satisfying and reduced friction throughout the player experience.
- -Animation improvements
- -Visual polish
- -UI responsiveness
- -Progression feedback
- -General gameplay feel enhancements
Production Responsibility
Joining an established project meant becoming responsible for systems I didn't originally write. That required quickly understanding the existing architecture and making changes confidently without introducing new problems.
Results
The project ultimately reached approximately 260,000 visits and generated around 50,000 Robux during its lifetime.
- -Improved overall stability
- -Reduced gameplay issues
- -Enhanced player experience
- -Supported continued growth
- -Successfully shipped live updates
Project Status
The game is no longer available due to a DMCA takedown. As a result, there are no active game links associated with this case study.
Despite that, the project remains a strong example of my ability to join existing teams, understand unfamiliar systems quickly, and improve production experiences without disrupting live players.
Related Pages
Need this level of technical ownership on your project?
The best fit is a high-ticket product where system reliability, scale, and senior judgment matter more than just shipping another feature.