Roblox Mall Builders: Design, Build, and Launch a Virtual Mall
Materials for the Whole Week
- Computer with Roblox Studio installed
- Roblox account and a new Baseplate project
- Internet connection
- Paper or digital sketching tool
- Pencil, ruler, colored pencils, or drawing app
- Optional: Roblox Studio Toolbox models, used carefully and checked for unwanted scripts
- Optional: Screen-recording or presentation tool
- Safety reminder: Do not share passwords, real names, addresses, school information, or other private details in Roblox
Weekly Project: Liam will design and build a small Roblox shopping mall with a recognizable layout, at least three stores, a food court or activity area, signs, decorations, and a short presentation explaining his design choices.
Day 1: Plan the Mall
Objective
By the end of the lesson, Liam will create a labeled mall plan showing the mall’s main areas, entrances, stores, walking paths, and one special feature.
Introduction: Hook and Goals
Imagine walking into a mall in a game. What makes you want to explore it instead of leaving right away? Is it the layout, bright signs, interesting stores, music, food, or secret areas?
Today, Liam will act as the architect and game designer. He will plan the mall before building it so that the final project is easier to create and fun to explore.
Lesson: I Do
Explain that a good virtual mall needs:
- Purpose: What can players do there?
- Layout: Where are the rooms, stores, entrances, and paths?
- Flow: Can players move easily from one area to another?
- Theme: Is the mall modern, futuristic, beach-themed, luxury, spooky, or another style?
- Landmarks: What helps players know where they are?
Model a simple plan on paper or a digital page. For example:
- Main entrance at the front
- Central hallway
- Clothing store on the left
- Game store on the right
- Food court at the back
- Elevator or stairs leading to a second floor
- Secret VIP room behind a hidden door
Lesson: We Do
Discuss these design questions together:
- What will the mall be called?
- Who is the mall designed for?
- What three or more stores will it contain?
- Where will players enter?
- What will make this mall different from an ordinary mall?
Use think-pair-share if another person is available. Liam can first think independently, explain his idea aloud, and then improve it after receiving feedback.
Lesson: You Do
Liam creates a mall blueprint. The blueprint should include:
- A mall name and theme
- At least one entrance
- Three stores or attractions
- Clear walking paths
- A food court, activity area, or rest area
- One creative feature, such as a rooftop garden, arcade, aquarium, cinema, secret room, or teleport area
- Labels for each major area
Quick Check for Understanding
Liam answers:
- What is the main purpose of your mall?
- How will players know where to go?
- Which area will be the most exciting, and why?
Success criteria: The plan is labeled, includes at least three destinations, and shows paths connecting the areas.
Day 2: Build the Mall Structure
Objective
By the end of the lesson, Liam will use Roblox Studio parts to build the mall’s basic structure, including floors, walls, entrances, and separate spaces for stores.
Introduction: Hook and Goals
Today the blueprint becomes a real place. Professional game designers often build a rough version first, called a prototype. A prototype does not need perfect details. It helps designers test whether the layout works.
Lesson: I Do
Demonstrate these basic Roblox Studio actions:
- Open a Baseplate project.
- Insert a Part.
- Use the Move, Scale, and Rotate tools.
- Anchor important parts so they do not fall or move.
- Duplicate parts to save time.
- Rename major parts in the Explorer window.
Model how one large floor can be created first, followed by outer walls and simple room dividers. Explain that players need wide enough hallways and doors so they do not feel trapped.
Lesson: We Do
Build the main shell together:
- Place a large floor.
- Create four outside walls.
- Leave an opening for the main entrance.
- Mark spaces for the stores and food court.
- Create a central hallway.
Pause after each stage and test the area by pressing Play. Ask: “Can the player enter? Can the player walk through every main area?”
Lesson: You Do
Liam builds the basic mall structure from his Day 1 plan. He should focus on shape and movement rather than decoration.
He then tests the structure and records at least two changes he wants to make. For example:
- Make the hallway wider
- Move the food court closer to the center
- Add another entrance
- Make a store larger
Quick Check for Understanding
Liam explains:
- What is a prototype?
- Why should important parts be anchored?
- Can a player enter the mall and reach every planned area?
Success criteria: The mall has a stable floor, outer walls, an entrance, a main hallway, and spaces for the planned destinations.
Day 3: Create Stores and Add Visual Design
Objective
By the end of the lesson, Liam will create at least three distinct stores or attractions using color, shape, signs, and decorations that match the mall’s theme.
Introduction: Hook and Goals
A mall is more than a building. Each store needs an identity. Players should be able to tell the difference between a sports store, a café, and an electronics shop just by looking at them.
Lesson: I Do
Model how to make one simple store:
- Choose a store name.
- Create a front counter or display area using Parts.
- Choose two or three main colors.
- Add a sign above the entrance.
- Use simple shapes to represent products.
- Add lighting or decorations that match the store’s purpose.
Explain visual hierarchy: the most important information, such as the store name, should be easy to see. Too many colors and objects can make a space confusing.
Lesson: We Do
Choose one store from Liam’s plan and design it together. Discuss:
- What will players see first?
- What colors fit the store?
- What objects make the store recognizable?
- Where should players walk?
Use text signs or simple labels. If using Toolbox models, inspect them carefully and avoid inserting unknown scripts.
Lesson: You Do
Liam builds at least three stores or attractions. Possible choices include:
- Fashion store
- Game and electronics store
- Pet shop
- Bookstore
- Pizza restaurant
- Arcade
- Movie theater
- Sports shop
Each store should have a name, a distinct color scheme, at least three recognizable objects, and an entrance that players can use.
Quick Check for Understanding
Liam gives a short “store tour” and explains:
- What is each store called?
- How can a player tell what each store sells or offers?
- Which design choice best matches the mall theme?
Success criteria: At least three stores are clearly different, labeled, easy to enter, and connected to the mall’s theme.
Day 4: Add Interactivity, Testing, and Player Experience
Objective
By the end of the lesson, Liam will add at least two interactive or player-friendly features and test the mall for movement, clarity, and fun.
Introduction: Hook and Goals
Think about a game you enjoy. What can you do besides look around? You might open doors, collect items, sit in a chair, use an elevator, find a secret area, or complete a challenge.
Today, Liam will make the mall feel like a game instead of just a building.
Lesson: I Do
Demonstrate simple interactive ideas that match Liam’s skill level:
- Doors that players can walk through or open
- Seating areas where players can pretend to relax
- Teleport pads between floors or special areas
- A scavenger hunt using five hidden objects
- A welcome sign with instructions
- A photo area with a fun background
- A rooftop area reached by stairs or an elevator
If scripting is appropriate, demonstrate one simple script with an explanation of what it does. If scripting is not yet comfortable, use physical design features instead. The goal is meaningful interaction, not complicated code.
Lesson: We Do
Design a short player challenge together. For example:
“Find the five golden shopping bags hidden around the mall and then visit the prize room.”
Decide where the objects will go, how players will know what to do, and what reward or ending they will receive.
Lesson: You Do
Liam adds at least two features from the following list:
- A scavenger hunt
- A secret room
- A rooftop or second-floor destination
- A photo booth
- A seating or rest area
- A simple teleport area
- A welcome board explaining the mall
He then tests the mall by completing this checklist:
- Enter through the main entrance.
- Visit every store.
- Follow the signs.
- Try each interactive feature.
- Look for areas where the player gets stuck or confused.
- Fix at least three problems.
Quick Check for Understanding
Liam answers:
- What can players do in your mall besides walk around?
- What was one problem you found during testing?
- How did you fix it?
Success criteria: The mall has at least two interactive or player-friendly features, and Liam has tested and improved the experience.
Day 5: Polish, Present, and Reflect
Objective
By the end of the lesson, Liam will polish his Roblox mall, demonstrate it to an audience, and explain how his design meets the project requirements.
Introduction: Hook and Goals
Today is opening day. A game designer’s job is not finished when the building exists. Designers test, improve, explain, and share their work.
Liam will prepare his mall for visitors and present it as if he is launching a new Roblox experience.
Lesson: I Do
Model a final quality check using three questions:
- Does it work? Can players move through the mall without getting stuck?
- Does it communicate? Do signs and decorations explain where players are?
- Is it memorable? Does the mall have a special feature or creative theme?
Explain that polishing means improving important details rather than adding random objects everywhere. Useful final touches include lighting, colors, signs, plants, benches, trash cans, decorations, and clear directions.
Lesson: We Do
Review the project checklist together:
- Mall name and theme
- Main entrance
- Clear walking paths
- At least three stores or attractions
- Food court, activity area, or rest area
- Signs and decorations
- At least two interactive features
- One memorable creative feature
- Testing and improvements
Choose a presentation format: a live tour, a screen recording, screenshots with narration, or a short written presentation.
Lesson: You Do
Liam completes the following:
- Make final improvements to lighting, signs, colors, and decorations.
- Test the mall one more time from the player’s point of view.
- Prepare a two- to three-minute presentation.
- Give a tour beginning at the entrance and ending at the most exciting feature.
- Explain two design choices and one challenge he solved.
Final Assessment
Use the following rubric:
| Category | Meets Expectations |
|---|---|
| Planning | The final mall follows a labeled plan and has a clear theme. |
| Building | The structure is stable, walkable, and includes an entrance and connected areas. |
| Creativity | The mall includes original stores, decorations, and at least one memorable feature. |
| Interactivity | Players can use or explore at least two interactive features. |
| Testing | Liam identifies and fixes problems before presenting. |
| Communication | Liam clearly explains the mall’s purpose, design choices, and improvements. |
Quick Check for Understanding and Reflection
Liam completes these sentences:
- “The most successful part of my mall is…”
- “One problem I solved was…”
- “If I had another week, I would add…”
- “I learned that good game design requires…”
Differentiation and Extension Options
- For extra support: Use a smaller mall, build only two stores, use a checklist, and focus on block shapes before decorations.
- For a challenge: Add a second floor, a working elevator, a simple currency system, a quest, NPCs, or a store-opening sequence.
- For a creative choice: Let Liam choose between designing a luxury mall, futuristic mall, abandoned mall, amusement mall, or eco-friendly mall.
- For a non-digital option: Create a paper prototype or cardboard model first, then transfer the design into Roblox Studio.
- For a presentation option: Present live, record a video tour, create a poster, or write a game designer’s report.