YouTube editor for Roblox VR channels
Long-form editing for Roblox played in a headset: first-person footage cut so it stays watchable, the room camera synced to the game, and the reactions, the flailing and the strangers' voices kept where the viewer can follow them. I've edited Roblox VR videos for HyperCookiie and ashlele. The basics that apply to every Roblox video are on the Roblox editing page; this page covers what changes when the player is wearing a headset.
Free 1-minute test edit · No contract · Revisions back within 24 h · Replies usually within an hour
9.8/10 average: 20 YT Jobs reviews from 19 client channels, 17 of them a perfect 10/10
Quick fit check: is this editor right for your channel?
- Video types
- Roblox VR videos, VR IRL challenges, Dress To Impress in VR, VR Minecraft, horror in VR, headset capture plus facecam
- Editing style
- Fast-paced challenges and gameplay; funny and chaotic, with memes, zooms and sound effects; story-driven gameplay with strong retention; clean, informative Roblox news. Usually a mix (Rex & Alexa: challenges; Mud: news)
- Video length
- 8–10, 10–20, 20–40 or 40+ minutes, up to feature-length (Swaylemc’s full movies run about 105 minutes).
- Upload schedule
- One video only, 1 video per week, 2–3 videos per week, 4 videos per month or several a week (Mud: about 3 a week). Start with one pilot: the free 1-minute test edit.
- Format
- Long-form YouTube videos are the core. YouTube Shorts cut from each long video on request.
- What you send me
- Gameplay and voice recording, ready to edit, or long recordings that need trimming and story building. Separate mic tracks help.
- Estimated price
- About $55 to $300 per finished video, depending on length, raw footage and effects. That fits the ‘$50+’ and ‘$100–$300 per video’ boxes for most long videos. Four videos a month: about $220 to $1,200; a $500 a month budget usually covers two to four long videos, depending on length. Exact quote within 24 hours, after a free 1-minute test edit.
- Channel size
- From under 1K subscribers (Mr. Marticson, 834) and small to mid-size channels (ThatNoob 4.9K, Crazz 10.7K, DakBlox 82.6K: 0 to 2M+ views in six months) up to 2M+ (Rex 2.29M, Puff 1.83M, Mud 1.26M)
- Turnaround
- First video in 1 to 5 days, then 1 to 2 days; revisions back within 24 hours
- Track record
- Proven YouTube results: 1,250 videos tracked on YT Jobs and 20 reviews from 19 client channels, 17 of them 10/10. Long-term work: Mud since March 2025, about 3 videos a week.
- Who you work with
- Kevin Tabares, directly. I review every video before it reaches you.
- Channel language
- English or Spanish
- Terms
- Paid in USD by PayPal or USDC. No contract, no minimum.
- Proof in this niche
- “I Let Strangers TOUCH Me IRL In Roblox VR!” on HyperCookiie, 821K views; “DON'T PLAY Dress To Impress IN VR..” on ashlele, 603K views
What makes a Roblox VR video different to edit
A flat Roblox recording comes from one stable capture. A VR recording comes from a headset that turns every time the player's head turns, plus a camera pointed at the player in the room, and often a third source: a spectator or desktop capture of the same game. The video lives in the gap between those feeds. The promise in a title like "I Let Strangers TOUCH Me IRL In Roblox VR!" is that what happens in the game has a consequence in the room, so the edit has to show both at the right moment, not one after the other.
Three things break retention in this format when they are left alone: headset footage that makes the viewer queasy, a facecam that drifts out of sync with the game by a few frames, and audio where the player, the strangers in proximity chat and the music all fight at the same level. The sections below cover how I handle each one.
Roblox VR channels I've edited for
- HyperCookiie, 1.88M subscribers. Roblox VR with an IRL angle: I Let Strangers TOUCH Me IRL In Roblox VR! (821K views, 9 minutes), I Broke EVERY Rule In Roblox VR..., PRETENDING to be ODERS in Roblox VR... and I Spied On SUS Roblox ODERS in VR!.
- ashlele, 500K subscribers. Dress To Impress played in a headset: DON'T PLAY Dress To Impress IN VR.. (603K views), Dress To Impress But I PLAYED IN VR.. and Dress To Impress BUT in VR.. (FIT CHECK).
- Puff, 1.83M subscribers. Not Roblox, but the same headset problems: I Camped Overnight with Horror Mods in VR Minecraft and Surviving Dweller King in VR Minecraft.
Ten VR videos in all, published between May 2025 and April 2026, with views and subscriber counts as recorded when this page was written. More on each channel: who edits HyperCookiie, who edits ashlele and who edits Puff. Every video by channel is in the full portfolio.
Headset footage that stays watchable
Raw first-person VR capture is the hardest gaming footage to watch at length. Head turns become whip pans, looking down at the controllers tilts the whole frame, and nine minutes of that is a long time. What I do with it:
- Cut on the stable moments. A headset shot is held while the player is looking at something; the turn between two looks is where I cut, or where I switch to the spectator capture.
- Use the third-person capture for geography. When the viewer needs to know where the player is in the map or who is walking up to them, a desktop or spectator view carries it. The headset view comes back for the close moments, where the hands and the other avatar fill the frame.
- Crop and settle the shaky takes that matter. A slight punch-in with stabilisation keeps the moment without the sway. I do not stabilise everything: a deliberate flinch or a jump scare should still move.
- Keep the hands in frame. In VR the hands are the performance. Shots where the player is pointing, grabbing or being grabbed get held; shots of the floor get cut.
The goal is that someone watching on a phone never has to look away from the screen to recover.
Facecam, headset and game in sync
The room camera is why people watch a VR video instead of a flat one: the headset on, the arms out, the reaction to something only the player can see. The edit treats it as a main camera, not a corner overlay.
- Sync first, cut second. I line up the room camera, the headset capture and any spectator capture by audio before anything else. A facecam two frames late reads as fake.
- Full-screen room cam on the reactions. When the player screams, ducks or laughs, the room camera takes the whole frame for a second, then the game comes back. Picture-in-picture is for the stretches where the game is the story.
- Split screen when the two feeds are the joke. If the title promises an IRL consequence, the moment it happens is shown in both feeds at once, game on one side and room on the other, so nobody has to take it on trust.
- One layout per series. Same facecam position, same size, same border on every episode, so returning viewers read the screen without thinking.
If you record the room camera on a phone, send the whole take without trimming it, plus a clap or a loud tap at the start. That is enough to sync it to the headset capture.
Audio: your mic, the room and the strangers
VR videos have more voices than most Roblox content: the player on the headset mic, the same player picked up by the room camera, other players through proximity chat, and the game itself. Left raw, it is a wall of sound.
- The headset mic (or a separate USB mic) is the main voice track; the room camera's audio is used for sync and for the moments the player is off mic.
- Lines from strangers that drive the scene are brought up and subtitled, because proximity chat is quiet and half of it is lost on a phone speaker.
- Music sits under the voices and drops out on the scares and the confrontations, where silence does more work.
- Peaks from screaming into the mic are tamed so the viewer does not reach for the volume.
Sound design for the whole channel, not just the VR uploads, is described on the sound design page.
Dress To Impress in VR
ashlele's VR videos take a game viewers already know, Dress To Impress, and do the normal part of it in a headset: picking clothes, changing and walking the runway against the round timer. Titles like "DON'T PLAY Dress To Impress IN VR.." and "Dress To Impress BUT in VR.. (FIT CHECK)" promise the struggle, so the edit keeps the fumbling at close to real time and compresses the menu scrolling. The timer stays on screen while the outfit comes together, the runway walk and the results get held, and the fit check gets shown in full rather than cut around. The flat version of this format, and what changes between the two, is on the Dress To Impress page.
Videos I edited in this niche
Listed from my YT Jobs profile and delivered projects; views as shown on YouTube in October 2026.
- I Let Strangers TOUCH Me IRL In Roblox VR! · HyperCookiie · Aug 9, 2025 · 820.9K views
- DON'T PLAY Dress To Impress IN VR.. · ashlele · Jul 21, 2025 · 603.4K views
- Dress To Impress But I PLAYED IN VR.. · ashlele · May 15, 2025 · 248.2K views
- I Camped Overnight with Horror Mods in VR Minecraft · Puff · Oct 22, 2025 · 194.9K views
- I Broke EVERY Rule In Roblox VR... · HyperCookiie · Sep 28, 2025 · 128.9K views
- PRETENDING to be ODERS in Roblox VR... · HyperCookiie · Aug 25, 2025 · 92.7K views
- DON’T PLAY Dress To Impress IN VR.. · ashlele · Aug 27, 2025 · 50.9K views
- Surviving Dweller King in VR Minecraft · Puff · Mar 3, 2026 · 48.4K views
- I Spied On SUS Roblox ODERS in VR! · HyperCookiie · Oct 12, 2025 · 45.5K views
- Dress To Impress BUT in VR.. (FIT CHECK) · ashlele · Apr 14, 2026 · 9.4K views
FAQ
Do you edit Roblox VR videos?
Yes. Long-form Roblox played in a headset, with the room camera treated as a second main feed. I've edited VR videos for HyperCookiie (1.88M subscribers) and ashlele (500K), plus VR Minecraft for Puff (1.83M). English or Spanish channels.
What do I need to record for a VR edit?
The headset capture, a room camera on the player (a phone is fine, sent untrimmed), the mic track if it is separate, and a spectator or desktop capture if you can run one. A clap at the start of every recording makes the sync exact. Send the title and thumbnail idea too: that is the brief.
The first-person footage makes people dizzy. Can editing fix that?
Mostly. I cut on the stable moments, switch to the spectator view for geography, punch in and stabilise the shaky takes that matter, and drop the shots of the floor. A deliberate flinch still moves; the rest settles down.
Can you subtitle what the strangers in the game say?
Yes. Proximity chat lines that drive the scene get levelled up and captioned in the same style as the rest of the video, so they read on a phone speaker.
How long does a VR edit take?
First video in 1 to 5 days, then 1 to 2 days per video, and changes back in under 24 hours. The extra step compared with a flat Roblox video is syncing three feeds, which is why the clap at the start of each recording matters.