How do I make a Roblox dev portfolio in 2 minutes?
Two pieces, a real figure on each, and one link somebody can send to a client. Get the place and universe ids out of Studio, link the Roblox account so the visits are read rather than typed, write one line about what you build, and publish. Everything else is decoration you can add later.
In short
- Two pieces beat ten. A stranger reads the first two and stops.
- A number read from Roblox beats a number you typed. Link the account.
- One address. A portfolio nobody can link to is a folder on your computer.
A person hiring looks at two things and decides. They look at the top piece, they look for a number that says anybody played it, and they look for a way to contact you. A portfolio is those three things arranged so they are seen in that order — not a gallery of everything you have ever opened in Studio.
Steps
1. Get the ids out of Studio
Every game you show needs its ids. Run this in the Command Bar of the open place and paste the output somewhere.
-- Studio > View > Command Bar, with the place open
print("PlaceId:", game.PlaceId)
print("UniverseId:", game.GameId)
print("Name:", game.Name)
-- The public page of this place, which is what you link on a portfolio:
print(`https://www.roblox.com/games/{game.PlaceId}/`)
2. Read the figure instead of typing it
The number that convinces is the one the reader can check. Print the live count the same way a visitor would see it, and link the game page beside it rather than quoting a figure with no source.
local MarketplaceService = game:GetService("MarketplaceService")
local ok, info = pcall(function()
return MarketplaceService:GetProductInfo(game.PlaceId)
end)
if ok then
print("Title:", info.Name)
print("Created:", info.Created)
-- Visits and live players are on the game's own page; link that page so the
-- number on your portfolio is checkable rather than claimed.
end
3. Write the one line
Not a biography. What you build, for whom, and what you are open to. The line is read before any image loads.
--[[
The line, three shapes that work:
"Scripter. Systems that save: inventories, economies, data. Open to paid work."
"Builder and UI. Two games with over a million visits. Commissions open."
"Animator. Combat and movement sets. Portfolio below; DMs open."
The one that does not work:
"Passionate developer who loves creating amazing experiences."
]]
4. Put it at one address
Your portfolio needs to be a link you can paste into a Discord message. On Risor that address is risor.shop/@you: the blocks are dragged into place, your Roblox games pull their own live player counts, and the page is public the moment you press publish.
--[[
The two-minute order, fastest first:
1. Sign in at risor.shop and pick your handle -> that is your address.
2. Connect your Roblox account -> the visit counts come in on their own.
3. Add your two best games as blocks. Caption each with what YOU did on it.
4. Write the one line. Add your links.
5. Publish.
Everything after that -- the cover, the theme, the third piece -- is an
edit to a page that already exists and already has an address.
]]
What a hiring reader actually looks at
| Block | Why it is there | Skip it when |
|---|---|---|
| Two best pieces, with a real figure | the whole decision happens here | never skip this |
| One line about what you build | tells them which job you are for | never skip this |
| A way to reach you | without it the other two are wasted | never skip this |
| A cover image | the page looks finished | you have no image yet; add it later |
| Every project you have ever made | it does not; it dilutes the first two | almost always skip |
FAQ
How many pieces should I show?
Two to four. A reader gives a portfolio about fifteen seconds, and a tenth piece does not get seen — it only makes the first one smaller. Put the rest in an "also" list if you cannot bear to cut them.
What if my games have small numbers?
Then show what you did rather than what it got. "Wrote the inventory and the save system" on a game with 4,000 visits is a stronger line than a big number with no explanation of your part in it. The number is evidence; the sentence is the claim.
I have never shipped a game. What goes on the page?
Systems. A working daily-reward module with a video of it running is a piece. So is a UI set, a rig, a map. "Never shipped" and "nothing to show" are different problems, and only the first one is real.
Should I put my prices on it?
Put a range or "open to paid work". An exact number invites haggling before they have read anything; silence makes people assume you are either expensive or unavailable.
Updated: Tested in Studio: Roblox Studio, October 2026Author: GustavoLicense: Code in this guide may be used in any Roblox experience, including a paid one