How Grimoire streamlined content creation for VRT’s Roblox Game

VRT, the Belgian broadcaster, teamed up with Grimoire to make content creation for their #LikeMe Roblox game easier. They got rid of spreadsheet conversion and cut back-and-forth by 60%. With Grimoire, writers could create quests on their own, without needing coding. This gave the developer more space to pour their passion into making the project shine, while writers experienced the excitement of seeing their stories come to life in the game almost overnight.

It’s a great IP, and the team was fantastic to work with. This was Grimoire’s first live project, so it was a big milestone for us. Keep reading to see how we made it happen together.

About #LikeMe in Roblox

Ketnet, VRT’s brand for young viewers, has a solid history of creating games based on its shows. Roblox is one of the platforms where they want their stories to live on, allowing children to go on adventures with the characters they love.

#LikeMe is a popular Belgian children’s series. For the second year, VRT planned to launch a Roblox game alongside the show, adding a new quest for each episode within four months.

When they reached out to us for this project, I was excited. I’ve watched #LikeMe with my daughter, enjoyed the characters, and truly believe Roblox is a great place for them to have more adventures.

The challenge

Last year, VRT’s game developer handled quest design, wrote dialogues, and worked closely with the Ketnet editor. That’s the cool thing about being a developer in small teams. They’re versatile, contributing across disciplines to bring a project to life.

When they learned about Grimoire, they saw an opportunity to iterate on their process. Our platform could connect writers and developers, letting writers create quests and dialogues themselves.

The Ketnet writers knew the IP, the characters, and their stories better than anyone. We wanted to give them a way to share their ideas without relying on spreadsheets.

The developer had a tight weekly schedule, which pushed them to work efficiently and closely together. They wanted a top-quality game experience, so reducing back-and-forth with editors helped them focus on smooth integration and consistent quests for each episode.

The producer managed several projects at once, so she valued clear roles and clear communication about progress. Tracking who wrote and implemented each quest gave her confidence that the Roblox game would be ready for each episode.


How Grimoire helped VRT

We began by analyzing the game and translating their needs into Grimoire. In a two-hour workshop with the team, we mapped out the game’s structure for Grimoire, while the developers set up the systems in Roblox. In less than a day, Grimoire was ready for content.

For the writer: Creative flow

Next, we onboarded the writers and showed them how to write quests and dialogues in Grimoire. Soon after, they were writing and experimenting creatively with the characters.

The Ketnet writers could add and edit content directly in Grimoire, no code or developers needed. The platform’s dropdown menus for things like character names and quest givers made it easy to pick the right options, so they could focus on storytelling. Everything worked smoothly.

Writers could create a quest and see it in the game the very next day. There were far fewer Slack messages and back-and-forth requests like, “Can you just fix this one line for me?”

For the devs: Set it up once, then trust it

The developers spent some time at the start setting up Grimoire’s schema and export rules. After that, they could trust that the content from Grimoire was clean, neatly formatted, and ready for Roblox.

There were no more manual conversions. Once everything was set up, the developers could focus on putting the writer’s content into the game: placing characters, objects, and dialogues where they belonged.

For the producer: Seamless collaboration

Usually, the producer keeps the whole process running smoothly. She coordinates between the writers and developers and is used to checking the developers’ work with the editor to make sure it matches what the characters would say or do.

With Grimoire, the producer could take a step back. Writers owned the content. Developers owned the implementation. And the producer? She could focus on producing.

The result: faster, smarter, and (mostly) pain-free

Writers were able to update content 50% faster. With less repetitive communication, they put more energy into creating new stories and ideas for the game.

Developers spent 80% less time on content creation, which let them focus on development and innovation.

As for the producer, after the initial setup, she didn’t need to step in again. Everything ran smoothly.

The bottom line

Game development is messy. Tools and workflows don’t always fit together. But when everything lines up, when writers write, developers develop, and producers produce, it all comes together.

For us, it was exciting to see content grow on our platform and be used in the first game with Grimoire.