Obbies (obstacle courses) are the gateway drug of Roblox development. They have a clean game loop: get from start to finish without dying. They're easy to scope. And they're consistently among the most-played genres on the platform.
With AI tooling, you can build a complete obby — multiple stages, working checkpoints, killer lava floors, a leaderboard — in about half an hour. This guide walks through it step by step.
What you need
- Roblox Studio (free download)
- An AI Roblox plugin like Revix
- A baseplate (start with the "Baseplate" template in Studio)
That's it. No models, no asset library, no Animation Editor.
Step 1: Plan the stages
Before generating anything, sketch out your stages on paper. A good 10-stage obby usually has a difficulty curve like:
- Tutorial — basic jumps
- Slightly wider gaps
- Moving platforms
- Killer lava floors
- Jumping over spinning logs
- Disappearing platforms (timing-based)
- Tightrope walk
- Speed-jump puzzle
- Wall jumps
- Final boss room (a complex multi-mechanic stage)
You don't have to follow this exactly — the point is to have an escalation. Same difficulty for all 10 stages = boring.
Step 2: Generate the stage layout
Open Studio. Open your AI plugin. Send something like:
Build a 10-stage obby starting at position (0, 5, 0). Each stage is roughly 50 studs long with a teleport-on-touch checkpoint at the start. Stages should escalate in difficulty. Stage 1 is wide flat platforms with small gaps. Stage 4 has lava floors that kill on touch. Stage 6 has platforms that disappear 0.5 seconds after a player steps on them. Use the rest of the difficulty curve from the list I gave earlier.
The AI generates the geometry — Parts for platforms, lava floors as Parts with BrickColor = Bright red and a Touched script that kills players. It places checkpoint pads at the start of each stage.
This step takes ~3 minutes. The result is a playable rough draft.
Step 3: Generate the checkpoint system
Checkpoints are the magic that makes obbies feel fair. Without them, dying on stage 9 sends you back to stage 1 and players quit forever.
The pattern: each checkpoint is a Part tagged with CheckpointStage = N. When a player touches it, the server saves Stage = N in their leaderstats. When they die, the server respawns their character at the position of their saved stage.
Ask the AI:
Add a checkpoint system. Each stage's checkpoint pad sets the player's
Stageleaderstat value. On respawn, teleport the player's character to the position of the pad matching their saved Stage.
The result is a server script in ServerScriptService.Checkpoints and a small modification to StarterCharacterScripts to handle respawn positioning.
Step 4: Make the lava work
Killer floors are the most-loved-and-hated obby mechanic. The pattern is:
- The floor is a Part with
Material = Neon, red color - A server script connects to the Part's
Touchedevent - When a player's character part touches it, set
Humanoid.Health = 0
Ask the AI:
All Parts named "Lava" should kill any player whose character touches them.
This handles itself in 30 seconds. If you want a more dramatic effect — knockback, particle burst, sound effect — you can iterate: "When a player touches Lava, play a sizzle sound and emit fire particles for 1 second before they die."
Step 5: Add a finish line + leaderboard
The finish is where players land when they clear stage 10. Make it visually distinct (gold platform with a flag is the obby standard) and trigger the win condition.
Ask:
When a player touches the FinishPad, save their finish time to a DataStore-backed global leaderboard, then teleport them back to the start. Show a "You Finished!" UI for 3 seconds.
The AI generates:
- A
FinishPadPart with aTouchedserver script - A
DataStore-backed leaderboard that tracks fastest finish times across all players - A
ScreenGuithat pops up on finish
The leaderboard is the lifeblood of an obby — players come back to beat their own time. Even a simple "Top 10 Fastest Times" list keeps people engaged.
Step 6: Visual polish
The default Studio Parts look bare. Spend the last 10 minutes making it look like a real game:
- Generate decorative props with 3D model generation — torches, trees, ruins
- Add background music with a
SoundinSoundService - Set the
Lightingambient + skybox to match a theme (volcano, ice world, neon city) - Add a custom font and color scheme to the UI
Each of these is a 30-second AI request:
Add 10 torches along the obby path. Set lighting to a dusk theme with orange ambient.
Step 7: Test the whole thing
This part is non-negotiable: play your obby start to finish before publishing. AI catches a lot but not everything. Common issues you'll find:
- A jump that's just too far (player can't physically clear it)
- A checkpoint pad that's slightly above the floor (player walks under it and never saves progress)
- A lava floor with a gap big enough to skip (players will find it)
For each issue, send the AI the bug:
The jump from stage 3 to stage 4 is too far. Move stage 4 closer by 5 studs.
Iterate until the obby is fun.
Step 8: Publish
File → Publish to Roblox As → New Game. Pick a thumbnail (the AI can generate this with 3D model generation rendered to an image), set a title, and you're live.
For best results, name it something that includes "obby" — search-wise that genre word still drives most discovery on Roblox.
Variants you can build with the same template
The same skeleton supports a lot of related games:
- Speed run obby — fewer obstacles, focus on time
- Tower of Hell — single tall obby, no checkpoints
- Difficulty chart obby — 100 stages, each named by difficulty rating
- Story obby — each stage has a piece of a narrative on a TextLabel
The AI can convert your base obby into any of these with a single request: "Convert this obby into a Tower of Hell — remove checkpoints, stack all stages vertically into one tower."
Next steps
Once your obby works, level up your toolkit:
- How to Generate Lua Scripts with AI for Roblox
- How to Create Roblox GUIs with AI
- How to Make a Roblox Simulator with AI
- How to Build a Roblox Game with AI
Install Revix and build your first obby this weekend.