FAQ · 43 questions

Questions, answered.

Everything you need to know about working with me, from pricing and process to tech and delivery.

Scope & How It Works

6 questions

You send me a Game Design Document (GDD) or written specification before any payment is made. The GDD becomes the scope lock for that milestone, only features explicitly written in it are included.

Features described in clear, measurable terms in the GDD. For example: "three-hit combat combo with specific damage values and cooldowns." Vague references like "make it like Demonfall" are directional only, they don't define scope.

New features not in the GDD, reworking old code from another developer, adding mobile/console support, cross-system integrations, UI/VFX changes beyond what's described, rebalancing, and large-scale optimization for 30+ players, unless explicitly scoped and billed.

Design changes, gameplay reworks, or mechanic restructures after a milestone begins are considered new work and require new billing, even if they relate to existing systems.

When it performs the behaviors described in the GDD, runs in a clean test environment, has passed your revision round, and has no critical bugs within scope. Subjective preference changes after approval don't reopen the work.

No. Anything mentioned only in Discord or chat is not automatically in scope. Only items in the GDD and agreed written documents (invoices/contract) are "must do" tasks. New ideas mentioned casually must go into a future milestone.

Payment & Billing

8 questions

Strictly milestone-based, broken down from your GDD. Everything is paid 100% upfront, no 50/50. Each PayPal invoice is capped at $500. Anything over $500 is separated into multiple invoices (segments), with the number depending on the agreement, each $500 or under and paid in full before that segment begins.

USD only. Two main options: Wise (preferred), a direct bank transfer with the lowest fees, fastest and simplest; and PayPal Goods & Services (no Friends & Family), which carries higher fees. Cryptocurrency (BTC, ETH, USDT) or Interac available on request.

Wise. It is much cheaper (far lower fees than PayPal), faster, and simpler. I just send you my Wise details or a payment request, and you transfer the amount. PayPal Goods & Services is also accepted if you prefer it.

No, I only accept USD payment for development work. Any form of percentage-based deal, game revenue split, or earnings-based compensation during active development means months of work with no guaranteed pay. Teams change, projects pivot, and games get shelved.

The one exception: if your game is near-complete and you need a long-term scripter for post-release updates, I'm open to a hybrid deal (USD + %). At that stage the game is proven and the risk is shared fairly.

This isn't personal, it's how I keep delivering quality work to every client. If you have a budget, even a smaller one, I'm happy to scope something that fits.

All transaction, processing, crypto network, and currency conversion fees are the client's responsibility. I accept USD only, you handle any exchange from your local currency.

After the milestone payment is fully paid. I work in my own workspace during development. You may receive testing builds for gameplay testing, but backend code access requires payment.

Invoices unpaid after 7 days may result in work suspension. After 14 days, the milestone and/or agreement may be terminated. Chargebacks after delivery or acceptance are treated as fraud, I keep full proof of all work.

Refunds only apply if I cancel before any work begins. No refunds once development has started, code has been delivered, you change your mind, you become unresponsive, or the project is 90%+ complete.

Your Responsibilities

6 questions

The final GDD/scope in writing, all necessary references and design details, and all final assets (models, rigs, animations, SFX, VFX, UI). If assets aren't ready, I can use temporary placeholders but replacing them later may be billed separately.

Assets you provide must be properly set up for scripting. For example, a character customization system requires clothing and accessories to be rigged and welded (Motor6D) before I can script them, I'm not responsible for welding 300 accessories, fixing broken rigs, or restructuring models that weren't built correctly.

If your assets need prep work (rigging, welding, hierarchy fixes, renaming, restructuring) before they can be scripted, you either need to fix them yourself or have your modeler/rigger do it. If you want me to handle it, that's additional billable work outside the scripting scope.

This applies to all asset types: models that need proper hitboxes, UI elements that need correct layering, animations that need retargeting, VFX that need attachment points, etc. I script, I don't do asset cleanup for free.

Yes, a clean, stable test place with working maps and the required permissions. I'm not responsible for bugs caused by broken maps, missing systems, or client-side misconfiguration.

I'm not responsible for issues caused by your builders, modelers, animators, UI designers, VFX artists, or other scripters. Fixing issues caused by third parties is billable at my discretion.

Within 72 hours for questions or approvals. If you don't respond to a delivered milestone within 7 days, it's auto-approved. If you're unresponsive for 14+ days, the project is marked completed, delivered, and non-refundable.

If paying via PayPal on a long-term basis, yes, you must be 18+ and able to sign the Service Agreement.

Revisions & Bug Fixes

6 questions

3 days after each milestone delivery for revisions, and 7 days after the entire project is delivered to report bugs within scope.

Submit one consolidated revision list per milestone, not dozens of scattered messages. Additional rounds beyond the first list require new billing. Minor tweaks (2 to 3 minutes) may be done at my discretion.

A bug is a reproducible issue where the system doesn't behave as described in the GDD. Preferences like "make this move longer" or "I don't like this timing anymore" are not bugs and may require new billing.

Each consolidated bug list activates a 24-hour fix window during working hours. Fixes are limited to scope-correct bugs, not issues from altered assets, third-party code edits, new integrations, or Roblox engine changes.

Any changes, support, balancing, or maintenance after the revision period is billed at $35 USD/hour (rounded to nearest 30 min). I don't provide free long-term maintenance.

If you or a third party edits, overrides, or replaces my code, all free fix guarantees are voided. Fixes then become new billable work.

Technical & Security

4 questions

I follow good security practices, server-authoritative logic, input validation, rate limiting, but no system is guaranteed exploit-proof. I'm not responsible for exploits caused by weak moderation, third-party admin scripts, or Roblox engine vulnerabilities.

I'm not responsible for breakage from future Roblox updates, engine patches, or API deprecations. Fixing those issues is considered new work and billed separately.

No. I don't guarantee revenue, player counts, or performance beyond what was explicitly scoped. High-scale optimization (30+ players, 100 enemies, heavy VFX) must be scoped and paid for upfront.

No. I retain full control over coding style, architecture, module structure, optimization techniques, and internal tools. I guarantee the functional outcome per the GDD, not the specific internal method. No micromanagement of implementation.

Ownership & IP

4 questions

Project-specific features and custom logic become your property after full payment. However, core backend systems, frameworks, and internal tools (state machines, combat logic, camera modules, FX systems, networking patterns) remain my intellectual property, you receive a license to use them for your specific project only.

No. You may not redistribute, resell, leak, or share my frameworks. You may not upload my code to public models, AI training datasets, or give it to other developers, freelancers, or friends.

If ownership of the game is legitimately transferred, the license transfers with it. The new owner is bound by all the same restrictions, no resale of frameworks, no public release of code, use limited to that specific game.

Unless you request anonymity before development starts, I may showcase non-sensitive footage (videos, screenshots) in my portfolio and marketing. If anonymity is requested, I can replace assets and visuals while still showing the underlying systems.

Communication & Availability

4 questions

Typically within 24 hours on working days, but I'm not on-call. Weekends and holidays may be slower. I'm not required to work nights, weekends, or holidays.

Tight deadlines, weekend work, or "drop everything" requests may incur an additional 20 to 50% fee, depending on urgency and current workload.

Yes, paid consultations (~$50 USD) for deep GDD review, feasibility analysis, architecture planning, code review, or optimization guidance. Free when: scope is clear with references, it's a quick quote, you're a returning client, or you're ready to hire immediately.

I work on paid projects every day, so yours is moving daily. What I don't do is hourly check-ins, constant live screen sharing, daily test versions, or real-time code uploads, because every one of those comes out of the time I would spend on your game. You get progress updates and playable test versions at each milestone, and I am happy to jump on a voice call when there is something worth talking through.

Termination & Disputes

4 questions

If you become hostile or abusive, attempt unpaid work, violate confidentiality, leak code, repeatedly delay payments, or attempt chargeback fraud. Completed milestones are non-refundable.

If you're unresponsive for 14+ days, the project is automatically marked completed, delivered, and non-refundable. Resuming requires a new agreement and new payment.

If you deliberately delay or refuse final payment, or disappear for a prolonged period on a completed milestone, I may resell or reuse the system after 30 days of inactivity, with no refund.

The laws of Québec, Canada. Any disputes are subject to the courts in Longueuil, Québec. Valid proof includes videos, screenshots, commit history, file metadata, Studio records, messages, and invoices.

Scripting & Architecture

1 question

Frontend is what the player sees and feels: input detection, animations, camera effects, VFX, sound effects, and UI. Backend is the logic behind it: damage, hit detection, cooldowns, projectiles, and state management. Most skills require both. When quoting a skill, frontend and backend are often scoped separately because they involve different levels of complexity.