Roblox Commission Pricing: What Devs Charge in 2026
By Snxw · July 6, 2026 · 7 min read · Updated July 16, 2026
There is no public rate card for Roblox development work. Unlike freelance markets with visible listings and reviews, almost every Roblox commission is negotiated one-on-one in a Discord DM, which means both sides are usually guessing. Buyers don't know if a quote is fair. Developers don't know if they're underpricing themselves relative to peers at the same level. The numbers below are drawn from what actually changes hands across the five main specializations, broken out by seniority, because "how much does a Roblox developer cost" only has a useful answer once you know which kind of developer and which tier you're asking about.
A quick note on how to read the seniority tiers used throughout: junior means zero to one shipped, verifiable project; mid means one to three years with a portfolio you can actually check; established means three-plus years with shipped work that has real, checkable player counts behind it. "Verifiable" is doing a lot of work in that sentence — see the section below on how buyers should evaluate a quoted rate before paying it.
Treat every range below as a starting point for negotiation, not a fixed price list. Genre matters — a combat system for a PvP shooter takes longer to build and test than an equivalent-looking inventory UI for a tycoon game, even if both fall under "scripter." Timeline pressure matters too: a rushed one-week turnaround pushes any quote toward the top of its tier, while a flexible multi-week timeline gives room to negotiate toward the bottom. Use these numbers to spot a quote that is wildly out of line in either direction, not to argue a specific developer down to the exact midpoint.
Scripter rates
Scripters write the Luau code that makes a game function, and their rates have the widest spread of any specialization because the work itself ranges from a single leaderboard script to a full combat and inventory system.
| Seniority | USD (per project) | Robux (per project, gross) |
|---|---|---|
| Junior | $50 – $400 | 20,000 – 150,000 |
| Mid | $400 – $2,000 | 150,000 – 750,000 |
| Established | $2,000 – $10,000+ | 750,000 – 3,500,000+ |
Builder rates
Builders construct the physical environment — maps, level layout, set pieces. Pricing usually scales with the size and complexity of the space rather than a flat per-hour rate.
| Seniority | USD (per project) | Robux (per project, gross) |
|---|---|---|
| Junior | $30 – $250 | 12,000 – 90,000 |
| Mid | $250 – $1,200 | 90,000 – 450,000 |
| Established | $1,200 – $6,000+ | 450,000 – 2,200,000+ |
Modeler rates
Modelers build the 3D assets — characters, weapons, vehicles, props — typically in Blender before import. Rigged, animation-ready models command a premium over static props, which is the biggest single swing factor inside this tier.
| Seniority | USD (per asset) | Robux (per asset, gross) |
|---|---|---|
| Junior | $20 – $150 | 8,000 – 55,000 |
| Mid | $150 – $600 | 55,000 – 220,000 |
| Established | $600 – $3,000+ | 220,000 – 1,100,000+ |
UI designer rates
UI design has become an increasingly distinct hire from scripting as Roblox games compete harder on visual polish — menus, HUDs, shop interfaces, and onboarding flows are now frequently commissioned separately from the systems that power them.
| Seniority | USD (per project) | Robux (per project, gross) |
|---|---|---|
| Junior | $40 – $300 | 15,000 – 110,000 |
| Mid | $300 – $1,500 | 110,000 – 550,000 |
| Established | $1,500 – $5,000+ | 550,000 – 1,800,000+ |
Animator rates
Animators rig and animate characters and objects — idle loops, combat animations, cutscenes — and are almost always priced per animation or per animation set rather than per project.
| Seniority | USD (per animation) | Robux (per animation, gross) |
|---|---|---|
| Junior | $15 – $100 | 6,000 – 35,000 |
| Mid | $100 – $400 | 35,000 – 150,000 |
| Established | $400 – $1,500+ | 150,000 – 550,000+ |
Robux vs. USD: why serious commissions price in dollars
The Robux figures above are gross — what a buyer would need to pay out before Roblox's platform mechanics take their share — and that gap is the real reason experienced developers push commissions toward USD once the contract size grows past a small task.
If a client pays a developer through the platform (a game pass or developer product purchase inside a group-owned game, which is the standard mechanism for "paying in Robux"), Roblox's marketplace cut takes roughly 30% before the seller ever sees the remainder. To net a developer 100,000 Robux of actual take-home value, the buyer has to price the item at roughly 143,000 Robux. Then, if the developer wants that Robux as real currency, they still need to clear the Developer Exchange Program's eligibility bar: a minimum balance of 30,000 Earned Robux, a verified email, tax paperwork on file, and one cashout per calendar month. As of this writing, Roblox's standard Developer Exchange rate is $0.0038 per Earned Robux — meaning 100,000 Robux converts to roughly $380, and the developer has waited for both the marketplace cut and the DevEx review cycle before touching a dollar of it.
Stack those two frictions together and it's obvious why anyone doing this as a real income stream, rather than a side project paid in spendable platform currency, prices meaningful commissions in USD sent directly (PayPal, bank transfer, or similar) and treats Robux pricing as the exception for small tasks or buyers who genuinely can't pay any other way. Robux is convenient for a $20 prop model; it is a bad instrument for a $3,000 milestone contract.
Put concrete numbers on it: say a mid-tier scripter quotes a $1,000 milestone contract and the buyer wants to pay in Robux instead. To net that developer the USD-equivalent value after the roughly 30% marketplace cut, the buyer needs to price the pass at around 370,000 Robux (using the current $0.0038 DevEx rate as the baseline conversion). The developer then needs at least 30,000 Earned Robux banked before they can request any cashout at all, has to wait through Roblox's review window — roughly five to ten business days once they are registered with the DevEx Portal — and can only submit one cashout per calendar month. A USD payment sent directly clears in minutes and has none of those constraints attached to it. That gap in speed and certainty is why USD quotes on contracts above a few hundred dollars are the norm among developers who treat this as income rather than a hobby.
How buyers evaluate whether a rate is fair
The single biggest mistake buyers make when sanity-checking a quote is anchoring on stated years of experience instead of verified shipped work. "I've been scripting for five years" is unfalsifiable in a DM. A game that actually lists the candidate, with a visit count you can check yourself, is not.
The ranges above assume the seniority tier is real — a self-declared "established" developer with nothing to show for it should be priced and treated like a junior until proven otherwise. Before agreeing to a rate at the top of any table above, apply the verification steps from our hiring guide, and use a directory like roport.lolto cross-check a candidate's claimed specialization and shipped games against what the Roblox API actually reports, rather than what a portfolio message says. A rate backed by two verifiable, high-visit games is worth more than a rate backed by a five-paragraph resume with no games attached to it — price accordingly.
For developers: raising your rates with a track record
If you're on the developer side of this, the fastest lever for moving from the junior end of these tables to the mid or established end is not working faster — it's making your existing shipped work checkable. Buyers underpay unverifiable developers by default, because from their side every unverified claim carries the same risk regardless of whether it's true. The fix is closing that gap yourself: keep a running, checkable record of every game you've shipped, what you specifically built on it, and let past collaborators confirm it in a way a buyer can see before they ever message you. If you script, see what a strong scripter portfolio actually lists next to a rate before you quote one.
That's the entire premise behind Roport — a profile that pulls your games and current visit counts from the Roblox API automatically, plus attestations from collaborators tied to specific projects, so a buyer evaluating your rate against the tables above sees evidence instead of a claim. It takes a few minutes to set up from the homepage, and every game and attestation you add makes the next negotiation start from a stronger, harder-to-dispute position.
Put this into practice — set up your Roport profile in a few minutes.