Sales · Operations · Game Development

Mariah Fiby Clado

I build games, products, and customer relationships that last. Selling taught me the same thing building did: people stay for what actually works.

$379K Attributed sales
through direct engagement
2 Platforms shipped on
Roblox & Minecraft
3 Partnered Minecraft
servers under STS Studio
2 Products currently
in active development
01

Projects & Sample Works

A growing collection of things I've designed and built.

Game studio · Flagship

STS Studio

The studio my partner and I run. We make games, run servers, and build the tools around them. I handle the builds, the systems, and the day-to-day that keeps it all moving.

STS Avenue RPIn development

Our social roleplay world on Roblox: a full city with a plaza, amusement park, cinema, stadium, and beachfront, plus its own in-game phone.

Nexus LauncherBeta

Our Minecraft launcher. One place to install, switch editions, and jump straight into a server, with three partnered servers and a hosting partner behind it.

Visit Nexus Launcher ↗
Minecraft ServerComing soon

Our own server is next on the list. Same community, new world.

Web app · On-going project

STS Studio CRM

A community CRM we are building for the studio: one inbox for every platform, player profiles, live game status, marketing, and analytics.

Work sample · Game development

Builds & Scriptings

Environment builds and gameplay systems for STS Avenue RP, modelled in Blender and scripted in Luau inside Roblox Studio.

STS Avenue RP plaza in Roblox Studio

In-game capture · STS Avenue RP

Web app · Sample

Salary Tracker

An interactive income tracker with live monthly totals and a visual breakdown.

Work sample · Social media

Marketing

Short-form video content for STS Studio: character reels and game teasers for TikTok.

9:41
STS Studio TikTok marketing reel
02

Case Studies

Case study 01 · Studio

Building STS Studio From Scratch

How two people built a working game studio: a live Roblox city, a cross-platform Minecraft launcher, and the tools and partnerships holding both together.

Case Study

Two people, two platforms, one connected ecosystem

3Products across the studio
2Platforms · Roblox & Minecraft
3Partnered Minecraft servers
1Hosting infrastructure partner
Overview

STS Studio is the studio my partner and I run. We build games, operate servers, and make the tools that sit around them, with a two-person core and no outside funding.

The bet was simple: most small studios build one thing, launch it, and hope. We wanted the opposite: products that feed each other. A game that gives the community somewhere to live, a launcher that brings players in from another platform, and internal tooling so two people can operate like a bigger team.

I run the studio day to day. That means the environment and technical build on the game side, the product side of the launcher, partnership relationships, marketing, and the operational scaffolding that keeps a two-person team from dropping things.

My Role

Studio Manager
Environment & Technical Artist
Product Manager

Team

2-person core
Partner owns interactive systems

Tools

Blender, Roblox Studio, Luau, Python, Figma, React, Electron

What We Build
STS Avenue RP Roblox · Flagship

A social roleplay city with a plaza, amusement park, cinema, library, stadium, lagoon, boardwalk, and beachfront, plus its own in-game phone. I lead the map and environment build; my partner owns the interactive systems.

Nexus Launcher Minecraft · Live

A custom launcher solving cross-platform access for Windows and macOS players, with three partnered servers and a hosting partner behind it. I handle the product side. Full breakdown in Case Study 02.

STS Studio CRM Internal · In build

One inbox across every platform we operate on, plus player profiles, live game status, marketing, and analytics. Built because two people cannot manually track a community that spans two games and multiple servers.

The Hardest Build: STS Avenue RP

Roblox enforces a hard ceiling of roughly 10,000 triangles per mesh. The architectural models we started from were built for rendering, not real-time play, and were nowhere near that.

  • The base city map came in at roughly 3 million triangles
  • The amusement park was over 7,500 objects and several million triangles
  • The library scene arrived at tens of millions of triangles across 3,000+ objects
  • The shopping mall was a single fused mesh, massively over limit

The obvious fix, decimation, was the wrong one. Aggressive polygon reduction destroys exactly what makes a roleplay world worth spending time in: railings, trim, signage, the detail players notice up close. The real problem was never "make this smaller." It was "make this legal without making it worse."

Splitting Instead of Shrinking

Rather than reducing geometry, I split it: separating meshes by material first, then chunking along a spatial grid until every piece cleared the limit. The shopping mall alone became over 300 compliant parts; the library resolved into roughly 3,000 meshes, each sitting under a working cap I set below Roblox's ceiling for safety margin.

Scripting the Pipeline

Doing this by hand across thousands of objects was never realistic. I wrote Python inside Blender to batch the separation, cap each operation to a triangle budget so it would not stall, compute accurate per-vertex bounding boxes for correctly scaling rotated objects, and export with the exact axis and scale settings Roblox expects.

Preserving Detail Where It Counts

Where geometry did need thinning, I used planar dissolve and selective chunking instead of blanket decimation, removing redundant coplanar faces rather than sacrificing silhouettes. Every exported piece was individually named so it stayed selectable and editable in Studio instead of arriving as an anonymous blob.

Making It Behave In-Engine

Import was the halfway point. On the Studio side I anchored several thousand parts to stop the city physically collapsing on load, corrected rotation offsets across imported sets, and grouped assets under clean parents so the hierarchy stayed navigable.

Building the Systems Around It

The map is only half a world. I built working escalators driven by cycling CFrames, a stadium jumbotron running a live in-game camera feed, a day/night cycle with keyframed lighting moods, animated neon on the Ferris wheel, and a server-side avatar scale rule so proportions stayed consistent across the city.

Auditing What We Imported

Free marketplace assets are a genuine security risk on Roblox. I audited incoming models and found and removed backdoor scripts, including one using a job-ID check to stay invisible while the place was open in Studio.

Running the Studio
Partnerships

Nexus Launcher only works if there are communities on the other end of it. I built and manage the partner relationships that give the launcher somewhere to send players.

Community

Our Discord is where players, partners, and testers all land. I handle structure, moderation standards, onboarding, and the events that give people a reason to come back between updates, building on years of moderating live chat at scale.

Marketing

Short-form video does the acquisition work: character reels and game teasers cut for TikTok. The goal is to show the world rather than describe it, and route interest into the Discord where it converts into actual players.

Operations

Two people cannot afford ambiguity about who owns what. I keep roadmaps, SOPs, and launch plans documented, and lean on AI-assisted workflows to compress the work that would otherwise need a third person.

Results
  • Three products across two platforms, one live and two in active development, run by a two-person core.
  • A full playable Roblox city built inside the engine's hard limits without blanket decimation.
  • A repeatable Blender-to-Roblox pipeline that now handles new models in a fraction of the original time.
  • Three partnered Minecraft servers and a hosting partner secured and maintained.
  • Internal CRM in build to consolidate community, analytics, and marketing into one system.
  • Backdoor scripts caught and removed before they ever reached a live place.
Skills Demonstrated
Studio OperationsProduct ManagementBlenderRoblox StudioLuau ScriptingPython AutomationMesh OptimizationTechnical Art PipelinesPartnership DevelopmentCommunity ManagementAsset Security Auditing
Key Takeaway

Running a small studio is mostly deciding what not to do. The wins came from constraints: a platform limit that forced a smarter pipeline, a two-person team that forced real documentation, and no budget that forced partnerships instead of spend.

Visit STS Studio ↗

STS Studio · 2026
Case study 02 · Product

Solving Minecraft's Cross-Platform Access Problem

How we took our Minecraft launcher from idea to a running product.

Case Study

A custom Minecraft launcher by STS Studio

Overview

Nexus Launcher is a custom Minecraft launcher built to make accessing Minecraft communities easier across Windows and macOS.

The idea started from a simple challenge: many players experience friction before they can join a server, from manual setup and file management to compatibility issues between different platforms.

One of the biggest challenges was accessibility for macOS users. Minecraft Bedrock Edition has not had an official native release for macOS, making it difficult for Mac users to participate in Bedrock-based communities.

Nexus Launcher was created to provide a smoother and more accessible experience for players while building a central platform that connects users with different Minecraft communities.

The project has grown beyond just a launcher. Nexus Launcher is becoming an ecosystem supported by partnerships, including three partnered Minecraft servers and one hosting partner, helping create a stronger foundation for future community growth.

My Role

Product Designer
UI/UX Designer
Product Manager

Platform

Windows and macOS

Tools

Figma, React, Electron, Java, Minecraft Tools

The Ecosystem

Nexus Launcher is designed to become a central hub connecting players, Minecraft communities, and server partners.

Currently, the platform has:

  • 3 partnered Minecraft servers
  • 1 hosting partner

These partnerships allow Nexus Launcher to support multiple communities while giving players easier access to different Minecraft experiences through one platform.

Instead of players searching for servers individually and going through separate setup processes, the goal is to create a unified experience where communities and players can connect more easily.

The Problem

Minecraft has a large and diverse player base, but accessing custom experiences can still be complicated.

Mac users face additional limitations because Bedrock Edition does not have an official macOS version, which creates challenges for players who want to join Bedrock-based communities.

Players also commonly experience issues such as:

  • Downloading the wrong files
  • Installing incorrect versions
  • Configuring settings manually
  • Troubleshooting compatibility problems
  • Following multiple setup guides

The goal was to reduce these barriers and make joining Minecraft communities simpler.

The Goal

Nexus Launcher was designed to:

  • Improve accessibility for Windows and macOS players
  • Simplify the setup process
  • Connect players with partnered servers
  • Create a central platform for Minecraft communities
  • Build a scalable ecosystem for future growth
The Interface

The launcher is built around a simple idea: everything a player needs before they press play should be one screen away. Editions, versions, servers, and account, without leaving the app.

Visit the Nexus Launcher site ↗

STS Studio · 2026
Case study 03 · Sales

Closing $379K Through Personalized Sales Conversations

A look at how high-touch, personalized selling turned a high-volume inbox into repeat revenue and long-term accounts.

CSO Management · sales dashboard
Case Study

Closing $379K in Direct Sales

Through personalized sales conversations

CSO Management sales dashboard, total sales $379,507
CSO Management dashboard · $379,507 total sales ($303,606 net)

Note: Performance metrics shown are based on available CRM reporting before a system migration affected access to historical data.

Overview

As a Sales Representative at CSO Management, I carried my own book of customers in a high-volume digital sales environment, owning each account from first contact through the close and the repeat purchase after it.

The role was never order-taking. It meant reading buying signals, qualifying who was actually worth my time, handling objections in the moment, and building enough trust that customers came back to me by name.

The Challenge

Revenue depended almost entirely on relationship strength and follow-up discipline. With a large active book, the challenge was keeping every conversation personal enough to convert while running dozens of them in parallel.

Key challenges included:

  • Keeping sales conversations personalized at scale
  • Qualifying and prioritizing the highest-intent buyers
  • Driving repeat purchases, not one-time transactions
  • Hitting revenue targets without burning the relationship
My Approach
Selling on Relationship, Not Script

I dropped the one-size-fits-all pitch and led with discovery instead. Tracking each customer’s interests, past purchases, and response patterns let me open with something relevant, which consistently outperformed generic outreach.

Running the Pipeline in CRM

I used CRM to segment my book, track every deal stage, and keep full context between touchpoints. Disciplined notes and follow-up timing meant no warm lead went cold because I forgot to circle back.

Iterating on What Converted

I watched which openers, offers, and objection responses actually moved deals forward, then doubled down on them. Reading what each buyer valued, whether price, speed, or attention, and matching the pitch to it lifted close rate over time.

Results
  • Closed approximately $379K in attributed sales through direct customer engagement.
  • Carried a personal book of accounts in a fast-paced digital sales environment.
  • Built repeatable habits around discovery, objection handling, follow-up, and CRM hygiene.
  • Ran high-volume conversations in parallel without losing personalization or dropping follow-ups.
Skills Demonstrated
Direct SalesPipeline Management (CRM)Objection HandlingClosingUpselling & Repeat PurchaseAccount RetentionSales CommunicationRevenue Operations
Key Takeaway

Selling well came down to understanding, consistency, and trust, not pressure. The same principles carry straight into sales, account management, and operations roles where communication is what actually moves revenue.

STS Studio · 2026
03

What I can do for you

Five ways I can plug into your team, depending on what you need.

Sales & Account Management

The work I did at CSO Management: opening the conversation, closing it, and keeping the customer coming back.

$379K closed · CSO Management
  • Inbound & outbound sales conversations
  • Discovery, qualifying, and objection handling
  • CRM setup, pipeline tracking, and hygiene
  • Follow-up cadences & win-back campaigns
  • Upselling and repeat-purchase strategy
  • Account records, notes, and reporting

Product & Operations

Turning scattered ideas into something structured enough to actually ship.

3 products across 2 platforms
  • Product planning & roadmapping
  • SOPs and process documentation
  • Requirements & scope definition
  • Partnership coordination
  • Launch and content planning
  • AI-assisted workflows & short-form content

Web App Development

The tools and interfaces I build so small teams can operate like bigger ones: dashboards, trackers, and the systems behind them.

STS Studio CRM · Nexus Launcher · this site
  • Custom CRM & internal tool builds
  • Dashboards, trackers & data views
  • Responsive sites & portfolios
  • React and vanilla JS front-ends
  • Electron desktop applications
  • API and AI-assisted feature integration

Community & Discord Management

Keeping online communities active, safe, and organized, from server structure to the events that bring people back.

Years moderating live chat at scale
  • Discord server setup & structure
  • Moderation systems, rules & escalation
  • Roles, onboarding & verification flows
  • Event planning & community activations
  • Member engagement & retention
  • Announcements & community comms

Game & 3D Development

What I build daily at STS Studio: large-scale Roblox environments and the systems that run inside them.

Multi-million-triangle maps shipped to Roblox
  • Roblox map & environment building
  • Blender modelling and asset creation
  • Blender-to-Roblox import pipelines
  • Mesh optimization for platform limits
  • Luau scripting for gameplay systems
  • Scene lighting and atmosphere

Currently available for new work

Available hourly, on a part-time retainer, or per fixed-scope project. Based in the Philippines (PHT, GMT+8), and I regularly overlap with US mornings and EU afternoons. Happy to adjust hours for the right team.

Start a conversation
04

At a glance

About me

I brought in roughly $379K in sales revenue for the company I worked for. On the side, my partner and I run a small game studio. The through-line is the same in both: work out what someone actually wants, then deliver it before they have to ask twice.

Sales is the work I know best. I learned to read buying behavior, handle objections, and turn one-time buyers into people who came back asking for me by name. STS Studio is what I build outside of that: I lead the environment and technical work on our Roblox world, run the product side of our Minecraft launcher, and hold the partnerships and community around both.

I work best where commercial instinct meets building things. Close enough to the customer to know what actually matters to them, technical enough to go and make it.

05

Skills & Competencies

Sales

ProspectingDiscoveryObjection HandlingClosingUpsellingPipeline & CRM

Project Management

RoadmapsSOPsTask SystemsProject Tracking

Digital Communication

Client RelationsAccount RetentionFollow-up CadenceCommunity Building

Web & Development

ReactJavaScriptHTML & CSSBlenderRoblox StudioLuauPython

Creative Development

Concept PlanningUser ExperienceDigital Projects

AI & Technology

AI WorkflowsAutomationProductivity Systems
06

Tools

07

Work experience

Manager & Game Developer (side venture)

STS Studio

Run the studio alongside my partner outside of full-time work. I lead map and environment development for STS Avenue RP, modelling in Blender and scripting systems in Roblox Studio, and I manage the product side of Nexus Launcher with three partnered servers and a hosting partner.

2026 – Present

Sales Representative

CSO Management

Carried my own book of customers in a high-volume digital sales environment, closing approximately $379K in attributed sales. Owned each account end to end, from outreach and discovery through objection handling, close, and follow-up, and ran the whole pipeline through CRM to keep every conversation personalized at scale.

2024 – 2026

Encoder

New Wave Infotech Limited

Processed and organized records at volume against tight turnaround targets, where accuracy was the whole measure of the job. It is unglamorous work that builds a habit worth having: get it right the first time, because checking it twice costs more than doing it slowly.

2024

Chat Moderator

Cloudworkers · Freelance

Moderated live chat for an international platform across long, high-volume shifts. Held tone and community standards under constant load, judged what needed escalating, and learned how quickly a conversation turns when nobody is steering it.

2021 – 2023

Business Assistant

Family-owned retail business

Supported daily operations and front-line customer contact: scheduling, records, order coordination, and walk-in sales.

2020 – 2021
Languages
EnglishFluent
FilipinoNative
Open to opportunities

Let's work together.

Send a message and I'll get back to you within a day.