**How to Make a Roblox Game With AI (Claude Opus 5.5 Full Tutorial) — Transcript & Summary | SozAI**
Source: https://sozai.app/transcript/make-roblox-game-ai-tutorial/

Complete tutorial on making Roblox games using Claude AI, covering tools, workflows, skills, MCPs, APIs, and integration with Roblox Studio.

## Key Takeaways

- Using multiple specialized AI skills rather than one monolithic AI improves game creation quality.
- Claude Opus 5.5 and Claw Code desktop app enable running complex workflows locally with better control.
- MCPs are essential for integrating AI with Roblox Studio for live object creation and playtesting.
- APIs and external tools complement Claude’s capabilities by handling images and 3D model generation.
- Iterative testing and skill refinement prevent repeated errors and improve automation reliability.

## What the video covers

- The video explains a full workflow for creating Roblox games using Claude AI and Claw Code.
- It covers the use of specialized AI skills, Model Context Protocols (MCPs), and APIs for different tasks.
- Claude Opus 5.5 is used as the main AI model due to its ability to handle complex, multi-step jobs.
- Skills are modular folders with instructions that Claude loads only when needed, improving efficiency.
- MCPs allow Claude to connect with external tools like Roblox Studio’s built-in MCP server for live game testing.
- Python scripts and tools like Rojo are used to sync code and assets between the local computer and Roblox Studio.
- APIs are used to generate images, 3D models, and other assets that Claude cannot create directly.
- Blender is used for optimizing and editing 3D models before importing them into Roblox.
- The tutorial includes setting up API keys, enabling MCP servers, and fallback mechanisms for reliability.
- The final skill ties all components together to create a playable Roblox game with AI assistance.

## Chapters

1. 00:00 Introduction and Overview
2. 01:32 Workflow and Claw Code Explanation
3. 02:54 Using Claude Opus for Complex Tasks
4. 04:10 Skills: Modular AI Task Management
5. 05:31 Error Handling and Skill Updates
6. 07:04 Skill Creator Tool in Claude
7. 08:27 Roblox Studio MCP Server Integration
8. 09:30 Code Management with Rojo
9. 10:44 APIs for Images and 3D Models
10. 12:11 3D Model Generation and Optimization

Answers

## Questions about this video

What is the main AI model used in this Roblox game tutorial?

The tutorial uses Claude Opus 5.5 as the main AI model because it can handle long, complex jobs with many moving parts without losing context.

How does Claw Code improve the AI game development workflow?

Claw Code runs on the local computer via a desktop app, allowing Claude to execute scripts, access files, and integrate with tools like Roblox Studio, unlike the chat website which only provides text output.

What role do MCPs play in this AI-driven Roblox game creation?

MCPs (Model Context Protocols) enable Claude to connect with external applications such as Roblox Studio’s MCP server, allowing it to create objects, set properties, run code, and test the game live.

## Full Transcript — Download SRT & Markdown

00:00

Speaker A

After my AI made a Roblox game video, the most common comment by far was asking for a tutorial. So, in this video, I'm going to walk you through the entire workflow from every tool, every AI model, every API, why I picked each one, and how you can set up the same thing yourself [snorts] just by asking Claude.

00:18

Speaker A

can set up the same thing yourself [snorts] just by asking Claude. So, a quick recap of the problem. Most AI makes a game videos ask one AI to write everything as code. The map is code, the UI is code, the models are code, and

00:35

Speaker A

So, a quick recap of the problem. Most AI makes a game videos ask one AI to write everything as code. The map is code, the UI is code, the models are code, and that's why they all look the same.

00:52

Speaker A

I'll go through each properly and then show how they chain together to build a whole game. Claw code. Everything runs through claw code, not the chat website.

01:02

Speaker A

So, my setup flips that. Claude is the brain, but every discipline gets its own workflow, its own tools, and its own way of checking its work. There are three building blocks: skills, MCPs, and APIs.

01:17

Speaker A

Python scripts, Blender, file edits, robot studio. The chat website can only give you text to copy and paste whereas the claw desktop app using clawed code can give it access to your computer.

01:32

Speaker A

I'll go through each properly and then show how they chain together to build a whole game. Claw code. Everything runs through claw code, not the chat website.

01:41

Speaker A

So first and first I'm going to walk through skills. A skill is essentially just a folder of instructions and tools that Claude loads when a task needs it.

01:52

Speaker A

Clawed code. Claw code runs on my own computer using the claw desktop app. This requires a Claude Pro plan which is around £18 to 20 a month. Because it's on my computer, it can actually run things.

02:08

Speaker A

clever bit. Claude only reads the descriptions all of the time. The form instructions only load when a skill is actually needed and the extra reference files only when that step comes up. So I can have 20 odd skills installed and it

02:23

Speaker A

Python scripts, Blender, file edits, Roblox Studio. The chat website can only give you text to copy and paste whereas the claw desktop app using clawed code can give it access to your computer.

02:37

Speaker A

and tested. So for example, let's say whilst using and testing the skill, Claude comes across an issue. Claude will fix this issue. Then take note of the Python scripts used to fix that issue. Therefore, when I next run the

02:54

Speaker A

The model I personally use is Claude Opus because long jobs like this need it to keep track of a lot of moving parts without losing the plot.

03:07

Speaker A

setting one up for yourself is actually pretty simple. All you have to do is make a folder include/skills.

03:16

Speaker A

So first and first I'm going to walk through skills. A skill is essentially just a folder of instructions and tools that Claude loads when a task needs it.

03:30

Speaker A

to do that, there's even a built-in skill creator skill inside of Claude. All you have to do is type skill creator, tell it what you want, and it will interview and write you the first draft. All you then have to do from

03:45

Speaker A

Inside a skill, there is one file that matters the most, a skill.md file. In this markdown file, at the top of it is a name and description. And that description is how Claude decides when and where to use it. But here's the

03:52

Speaker A

Claude will do the rest. when it comes to updating, when it comes to running, all you have to do is ask Claude. Next on the list is MCPs. MCP stands for model context protocol. It's a standard way of plugging tools into Claude so

04:10

Speaker A

clever bit. Claude only reads the descriptions all of the time. The form instructions only load when a skill is actually needed and the extra reference files only when that step comes up. So I can have 20 odd skills installed and it

04:26

Speaker A

started with a third party Roblox MCP, and it couldn't actually reach the game while it was being played. The built-in one has proper play mode tools, meaning that it can test the game that is created. So, I have switched. However,

04:41

Speaker A

still won't just clog up the memory. Then there's a scripts folder. This is the part people usually skip. But instead of Claude writing new code every single time it runs a skill, the skill ships Python that I've already written

04:55

Speaker A

the other video, the code doesn't actually live in my studio. Well, it does, but it lives on files in my computer and then get synced into Studio with a tool called Rojo.

05:07

Speaker A

and tested. So for example, let's say whilst using and testing the skill, Claude comes across an issue. Claude will fix this issue. Then take note of the Python scripts used to fix that issue. Therefore, when I next run the

05:20

Speaker A

interesting topic to get into. So, if you are getting into using Clawude Code to do anything really, I would recommend learning about MCPS.

05:31

Speaker A

skill, that issue will not come up again. In other words, every time something breaks, it gets written down as a rule with the reason why, so the next session doesn't make the exact same mistake again. When it comes to skills,

05:49

Speaker A

for other parts of my workflow such as images or 3D models, I use APIs so that I can connect it to other third party tools. For images, I use Cloudfare's workers AI API running a model called Flux Schnel. It's on the free tier. It's

06:07

Speaker A

setting one up for yourself is actually pretty simple. All you have to do is make a folder include/skills.

06:24

Speaker A

can use what it makes in a game. on this topic. There are other 3D model generators that are open source. In other words, meaning they are free.

06:36

Speaker A

Give it a skill.md file with a name and description and then write down how you actually want that job done. It's essentially just a big prompt that you have designed specifically for that problem. However, if you don't even want

06:55

Speaker A

out what model is actually the best for you. High 3D Gen needs a good GPU to run. However, I don't exactly have the greatest GPU.

07:04

Speaker A

to do that, there's even a built-in skill creator skill inside of Claude. All you have to do is type skill creator, tell it what you want, and it will interview and write you the first draft. All you then have to do from

07:17

Speaker A

So, you can do the maths. Here's the catch, though. What comes back is around 600,000 faces. Robot's limit is 20,000 triangles per mesh. So, Claude opens Blender with no window and cuts it down to about 6,000 triangles.

07:36

Speaker A

there is just iteratively test your skill over and over again until you perfect it to how you really want it.

07:53

Speaker A

and not everything goes this route. Hard edge stuff like crates and guns gets built directly through Blender.

08:00

Speaker A

Claude will do the rest. When it comes to updating, when it comes to running, all you have to do is ask Claude. Next on the list is MCPs. MCP stands for model context protocol. It's a standard way of plugging tools into Claude so

08:12

Speaker A

Every one of these does one job and hands a file back. Everything else happens on my own computer. So to actually connect the Roblox MCP server, all we're going to want to do is just come over here to the assistant logo.

08:27

Speaker A

that it can actually use other apps. The big one here is Roblox Studio's own built-in MCP server. With it, Claude can create objects, set properties, run code inside Studio, take screenshots, and start a play test. I personally actually

08:41

Speaker A

that. And then we're going to want to go claw code CLI. Copy this. and then go to a claw code session. Simply say, I have an MCP running. Use this to connect.

08:50

Speaker A

started with a third party Roblox MCP, and it couldn't actually reach the game while it was being played. The built-in one has proper play mode tools, meaning that it can test the game that is created. So, I have switched. However,

09:00

Speaker A

Come to the creator hub. You're going to navigate to all tools right here. You're going to open it and you're going to look at the bottom and see opencloud API. You're going to come to API keys and follow everything that it says here.

09:13

Speaker A

it sometimes breaks. So, in my workflow, I've kind of got it so that if the official Roblox Studio one does break, it will instantly fall back onto the third party one. However, just to throw this out there, 'cause I had a question in

09:21

Speaker A

Then you're going to want to get the token and you're going to want to say something like, "I have a Roblox API key to allow you to import assets into my game. Tell me how to store it as a

09:30

Speaker A

the other video, the code doesn't actually live in my studio. Well, it does, but it lives on files in my computer and then get synced into Studio with a tool called Rojo.

09:39

Speaker A

It's going to walk you through how to store it as a variable that's secret only to you using terminal commands without having to paste the actual token into clawed code. If you paste a token into clawed code, the code will store in

09:53

Speaker A

That means that Claw can test the code before Studio ever opens. The interesting thing about MCPs is there isn't just MCPs for Roblox Studio and other similar things. There are MCPs for so many things and it's such an

10:05

Speaker A

So, now I'm going to walk through every single skill. Code first because it has the hardest problem. You can't really watch a Roblox game while it runs.

10:16

Speaker A

interesting topic to get into. So, if you are getting into using Claude Code to do anything really, I would recommend learning about MCPs.

10:29

Speaker A

still. [snorts] That means two things. [music] The game rules like how much damage a hit does or how much an upgrade costs all go in their own folder written [snorts] with plain numbers and no Roblox objects. That way they can be

10:44

Speaker A

Next on the list is API and models. APIs let my skills hand a job to a different AI when Claude isn't the right tool for the job. Claude writes text. It can't paint a picture and it can't sculpt a 3D model. Therefore,

10:59

Speaker A

the rules still hold, a llinter which catches sloppy code, and a formatter to ensure that the code is in the correct format. When the skill starts a new project, the empty project has to pass all four before a single

11:14

Speaker A

for other parts of my workflow such as images or 3D models, I use APIs so that I can connect it to other third party tools. For images, I use Cloudflare's Workers AI API running a model called Flux Schnell. It's on the free tier. It's

11:28

Speaker A

come from a game I had to rebuild from scratch. The code lives in files, never typed straight into Studio. The first version died because Studio and the files drifted apart. Every number you'd want to tweak, like speed, damage, or

11:41

Speaker A

fast and because it isn't using my GPU hours, that time is saved for the expensive part. The expensive part is 3D. For that, I use High 3D Gen, an open source model that turns a single image into a 3D mesh. It's MIT licensed, so I

11:54

Speaker A

place. Then finally, there's a list of traps that each cost me real days. Next, UI. The problem with designing UI in a design tool is that the design is just a picture and the real thing drifts away from it. So, there's no design tool. I

12:11

Speaker A

can use what it makes in a game. On this topic, there are other 3D model generators that are open source. In other words, meaning they are free.

12:22

Speaker A

Because they're all drawn from the same source, the preview can't disagree with the game about a size or a color. Every panel and button automatically gets what I call the depth stack. A shadow underneath shifted slightly blue, a

12:36

Speaker A

However, licensing actually ruled some of the models out. For example, Tensson's Hunan 3D license excludes the UK and considering I'm from the UK, this model was an instant no. However, when creating this workflow yourself, ensure that you check the licensing and figure

12:53

Speaker A

issue with regular AI made UI is that when it comes to icons, it doesn't have access to icons. So instead, what it will do is just use emojis or any other thing that it can find that is similar.

13:09

Speaker A

out what model is actually the best for you. High 3D Gen needs a good GPU to run. However, I don't exactly have the greatest GPU.

13:24

Speaker A

have to be big enough to be able to tap with a thumb. Nothing's allowed to touch anything else, and anything that's meant to be centered gets measured to within 1 and half a pixels. text isn't allowed to shrink too small to read and no frame is

13:39

Speaker A

So, instead, I run it using a Kaggle API. Kaggle gives you 30 free GPU hours a week, and one asset takes about 100 GPU seconds.

13:55

Speaker A

after being trained on multiple different UIs that are found on Roblox. Therefore, the UI is not limited to just this. The UI can be whatever the data is trained upon. Therefore, this means that if I wanted to, I could go to a number

14:18

Speaker A

So, you can do the maths. Here's the catch, though. What comes back is around 600,000 faces. Roblox's limit is 20,000 triangles per mesh. So, Claude opens Blender with no window and cuts it down to about 6,000 triangles.

14:33

Speaker A

this skill would use that UI. The skill would use the good parts of the UI to create its own UI each time. Maps. A lot of the issues when it comes to maps generated with scripts is that it will

14:47

Speaker A

Because it's losing so many triangles during this decimation, a lot of the detail gets lost. Claude will therefore bake all of that detail back on as a texture so that it looks more detailed. Again, color gets painted from a small spec rather than guessed,

14:53

Speaker A

It's a space that a player can actually move through. And the questions that matter have correct answers. Can you get there? Can you get back? Can you see across it? How long do you fall? These are all measurable. So, the skill does

15:07

Speaker A

and not everything goes this route. Hard edge stuff like crates and guns gets built directly through Blender.

15:21

Speaker A

guess gets listed in every report. Then there are nine checks. Platforms that float, tops you can't actually stand on, high ground nobody can ever reach, places a player can reach but shouldn't.

15:32

Speaker A

The last API I use is Roblox's own cloud API. With a key, finished models and images upload straight into my account, ready to use in Studio.

15:41

Speaker A

Rings of platforms that aren't evenly spaced and falls that are shorter than the ragd doll you're meant to recover from.

15:49

Speaker A

Every one of these does one job and hands a file back. Everything else happens on my own computer. So to actually connect the Roblox MCP server, all we're going to want to do is just come over here to the assistant logo.

16:05

Speaker A

What works for me may not work for you. That's the best part about these skills.

16:11

Speaker A

Going to click on that. We're going to press on the three dots here. We're going to manage MCP servers. Then all we're going to want to do is ensure that this is enabled. So enable Studio's MCP server. We're going to want to enable

16:21

Speaker A

What matters is how you design it. These checks are measured via code so [snorts] that the final game does not have a load of movement bugs or bugs with the map.

16:33

Speaker A

that. And then we're going to want to go Claw code CLI. Copy this. And then go to a Claw code session. Simply say, I have an MCP running. Use this to connect.

16:51

Speaker A

[snorts] It's put no effort into it. It hasn't checked that it looks good. It's just made it something. Instead of parts, I create meshes via Blender or via the 3D mesh skill. As with UI, the design of a map can be trained on other

17:07

Speaker A

You're going to paste that in and it's going to do it for you. That's all you need to do to connect the MCP. To use the Roblox API, all you're going to have to do is come over to create.roblox.com.

17:29

Speaker A

another game, then you simply train it on that game. If you like the design of two games, but can't tell the difference on what you like of each, do you train it on both of them and have the AI

17:43

Speaker A

Come to the Creator Hub. You're going to navigate to all tools right here. You're going to open it and you're going to look at the bottom and see OpenCloud API. You're going to come to API keys and follow everything that it says here.

17:55

Speaker A

This means not having the meshes have tens of thousands of triangles. So, I will ensure a check of every single model before it's imported into studio.

18:07

Speaker A

I'm not going to show you the full walkthrough.

18:27

Speaker A

via code. So instead, the skill isn't to generate effects. It's to instead collect them, create building blocks, and then generate effects from those.

18:42

Speaker A

As you know, there are many free VFX [music] packs on the toolbox. So, how my skill works is that I take a bunch of the free asset packs outside of the toolbox into my studio and then have the

18:58

Speaker A

skill harvest all of those effects, classify them, and then create them into building blocks that it can then decide upon to create effects based off of that. So, for example, let's say there was a fireball effect. It would then

19:14

Speaker A

take a ball, a fiery flame, a beam, and then combine them together to create effect. Create an effect. Of course, with this, it could then just create a bunch of random nonsense that doesn't actually look good. So, instead, to

19:30

Speaker A

check them, the skill uses something I call a phase freeze. A burst lasts under a second. So, screenshot is a coin flip.

19:38

Speaker A

Instead, it fires the effect, waits the exact time it wants to check, then freezes the particles in place. It looks at the start, the middle, and the end.

19:48

Speaker A

This way, it can confidently say if an effect looks coherent from start to finish. Just to preface, when I do give away these skills, when I reach 1K subscribers, I will be giving away the VFX collector, not my library. The

20:05

Speaker A

textures in those packs are other people's work. So if you want something similar, you will have to build the own library via your own packs. Sound. So there's a big issue when it comes to sound in Roblox via using this workflow

20:23

Speaker A

to upload sound. There's only a limited amount of uploads you can actually do a month using the API. There are methods to generate sound with AI, but I figured a better idea to instead have Claude use a bunch of sounds that I have already

20:44

Speaker A

harvested and classified under a name, such as boom, fire effect, gunshot, and then it will then combine these sounds to make good sounds. And then there's the animation skill. for my animation skill. Poses are written as data. Which

21:03

Speaker A

joint rotated how far at what time? Blender will then turn that into a real animation [snorts] using a R16 or R15 rig. [music] It will then render every frame and tile them into one contact sheet. Claude will then

21:18

Speaker A

look at that contact sheet and decide if it looks like it would be a coherent animation.

21:24

Speaker A

However, Claude isn't very good at doing this. Once again, what you will want to do is find a bunch of different Roblox animations and have it copy this to try and figure out what is needed to create a Roblox

21:42

Speaker A

animation. If [snorts] you are creating this skill yourself, it [music] will take a lot of trial and error. You will get annoyed at Claude and some animations simply won't look like they are for Roblox. However, you just have

21:57

Speaker A

to keep pushing through. You have to keep trying. And once again, I'm going to be releasing my own skills, which have already gone through this training as soon as I hit 1k subscribers.

22:08

Speaker A

And then finally, the 3D model skill. So, I've already explained the 3D model skill. However, I'll go over it again.

22:16

Speaker A

Essentially, it utilizes the APIs for Cloudfare and Kaggle to create a image using the Flux model on CloudFare. Claude will then retrieve that image, look at the image, see if it looks good.

22:35

Speaker A

If it doesn't look good, it will then change its prompt to Cloudfare and it will adjust until the image looks good.

22:43

Speaker A

Once the image then looks good, it will send the image to a notebook on Kaggle which will use the image to create a 3D model using a stable 3D gen model. I've explained why I use this model specifically. However, once again, it is

23:00

Speaker A

just because it is free to use. Claude will then receive that model, check each angle of the model, and see if it looks good. If it doesn't, it will try regenerate until it succeeds. This model will then return with around 600k faces.

23:17

Speaker A

It will then decimate it around 60 to one to get back around 6 to 10k faces.

23:25

Speaker A

It will then paint on the detail that it lost during the decimation back on as a texture. Then use the Roblox API to import this directly into the game. And then finally, there's the skill that ties this all together, my create Roblox

23:41

Speaker A

game skill. It owns the three jobs that nothing else does. The research, the design, and putting the game together at the end. Everything else, it has the skills I just showed you. So, think of this almost like the manager. It will

23:57

Speaker A

create the research, the plan, and then ensure that each skill is doing the job that they are assigned. If you want to try this all for yourself, install claw code and pick the one thing the AI does worse for you. Build a skill just for

24:13

Speaker A

that. And every time it goes wrong, write the fix down. And like I said last time, when I hit 1,000 subscribers, I'm giving away all of these skills that I have personally built away for free. So, let me know what you want to see built

24:27

Speaker A

next. Join the Discord. Created it the other day. join before I hit 1,000 subscribers to get the OG roll. And other than that, I'll see you next time.

24:42

Speaker A

[snorts]

Topics: Roblox game development Claude AI Claw Code AI game creation tutorial Roblox Studio MCP Python scripting Blender 3D modeling Rojo syncing tool AI workflows 3D model generation

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