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Roblox Developers Conference (RDC) Keynotes Livestream

Sep 5, 2025

David Baszucki
CEO, Roblox Corporation

Oh my gosh, wow, it gets better every year. Last year, we were all here together. We shared an audacious goal of having 10% of all global gaming content running on our platform. And what this really means, when you think about it, is everyone in this room is part of that 10% of the global gaming space. We're well on our way. Last year, we were at 80 million daily active users. Today, we're at 112 million daily active users. Whoo! That's not 20, that's not 30, that's 41% YoY growth. And last year, unbelievably, our peak concurrency was at 11 million. Two weeks ago, thanks to all of you, we had 45 million people playing Roblox at the same time. What a crazy week. And if you notice, thank goodness for those Brazil servers. They are now on. Whew, finally. Whoo!

Okay, so let's honor what we call the Decam ega DAU. For those of you that know your prefixes, that's those experiences that have hit 10 million daily active users per day. Last year, we had three of you. This year, we'd like to welcome all nine of the Decam ega DAU. Thank you. But it's not just the Decam ega. It is all of you. Over $1 billion was earned by our community in the last 12 months. That is up 38% YoY. And we now have over 100 experiences generating more than $1 million a year. Who would have thought that? So thank you. It's once again, not the nine, it's not the top thousand. It's all of you. Today, we have a big overview.

We're going to dive into our vision for safety and civility, not just on Roblox, but we're going to share with you what we believe is going to become an industry standard. We're going to dive deep into tech, both 3D scale and how you can make better games, not with AI necessarily, but games that incorporate AI. So stay tuned on that. We're going to share big innovation coming in search and discovery, a big innovation. We're going to dive into IP and content. And of course, we will discuss our economy. So first, let's dive into safety and civility. So first, we just want to acknowledge all the discussion over the last few months. Safety is critical, really, not just to me, but to all of Roblox. We really appreciate the open dialogue. We are doing a ton. We counted the innovations we shipped in the last year.

We shipped over 100 safety innovations and initiatives in the last year. I just want to go through a few of them, and then we're going to highlight what's coming. Trusted connections with people you know and trust. We've open-sourced a lot, our voice filters and our text filters. We've open-sourced Sentinel, which is our early detection system for preventing child endangerment. We've expanded experience guidelines, and we're now requiring everything to be rated, and we're showing age on every experience just to help people understand what we're already doing, and of course, we moved our most restricted age range from 17 to 18 plus. For those who have been with us from the start, you may remember early on, we had a fair amount of flexibility with creativity.

I don't know if any of you remember FLUSH A NOOB DOWN A TOILET that went straight to the top of the charts for those of you that were here early. I do want to highlight, and I want to thank you, that as our global audience is expanding, we are being a little more restrictive on policy issues. We appreciate those who are adjusting your content as we address them. I want to highlight what we shared this week, which we believe will become best in class in the industry. That is, we're going to announce, and we have announced that we're going to expand age estimation to all Roblox users who access communication. Rather than just relying on what someone types in, we're going to use AI facial age estimation and ID estimation to essentially superpower safety and civility on Roblox.

We're also going to be very thoughtful about communication between minors and adults unless they know each other in the real world. And I want to highlight, this is all in addition to everything we're already doing. No image sharing on our platform, world-class text and voice filters, but we do believe this will become the standard and a best practice for online destinations all around the world. And you know our vision. We talk about it all the time. Vision, we want to be many times safer than the world's best amusement park for young people. And for older people who are ID verified, we want them to communicate freely and openly in, for example, a really edgy Western historical novel. We thank everyone in our community for the passion around this.

Now, the more we work on Roblox, the more we actually feel the technology in the whole gaming market is literally in the Stone Age, and there's incredible room for technical innovation here. The industry has a long history of having studios try to glue together all kinds of stuff: engines, cloud providers, safety systems, payment systems, and more, and from the start, for those of you that have been with us for a long time, you know we've had a very different vision. Our vision for Roblox in the future has always been a unified, very tightly integrated system that delivers everything as one, not just in the client, but in the cloud and in all of our systems, and today, we're going to take a little look at where we're going with the vision, but before we go anywhere with the vision, we need a spec.

What are we trying to build? It's really pretty simple, really pretty easy spec. We want 100,000 players simultaneously, imperceptible latency. When you watch your avatar, it's got to be a mirror of you. We want this in a photorealistic, physically simulated environment with people all around the world possibly speaking different languages. Of course, on a platform that is safe and civil, accessing any device: phone, tablet, computer, maybe TV someday, with instantaneous joins. Your friend has a new game. You're playing instantly. You're not waiting for a download. Where creators can push updates at any time. And with AI accelerating creativity in experience, not just for one or many players, it goes out saying that is ridiculous. That is a ridiculous spec. It's going to take a lot of work to get there, but that's kind of what makes our job fun at Roblox.

Now, we're pushing closer to the spec with realism and scale, with a lot of new technologies. First, confirming here today, Server Authority coming to Roblox native soon and quickly. So for Battle Royale, for competitive genres, Battle Royale, shooters, fairness is crucial. Here's a prototype of Server Authority we're going to be shipping by the end of this year. The view on the left is a point of view of something we see all the time: actors using client-side exploits. On the right, you're seeing the same experience from another user's point of view. You can see the exploiter. With Server Authority, avatars are simulated on the server, aiming for 100% fair experience for everyone. The bad actor might see their hacks locally, but it's an illusion, as we can see from the view on the right. We're opening up early access to Server Authority tomorrow.

We're also introducing today a group of technologies that are going to support massive high-fidelity worlds. We've been thinking about this. We've been talking about this internally for five to 10 years. We're starting to. This is happening now. First, our entire asset pipeline is being overhauled with on-demand cloud transcoders. This means we're going to generate multiple levels of detail for every single asset on Roblox automatically. This means every mesh, every texture, every animation, every sound is going to be transcoded in the cloud and stored at multiple levels of detail. And we're going to transcode assets like textures so they download natively with whatever is best for the device of the user. And yeah, this includes video assets as well. Yeah. Now, in addition to cloud LOD, our Harmony system dynamically adjusts the load sequence of every asset LOD during a game join because we want to maximize the human perception of a fast join. And Harmony balances high LODs near the player with lower res assets further away. The system on every client's watching CPU, GPU, RAM, bandwidth everywhere. And we're not stopping at cloud LOD or Harmony. Someone just asked me yesterday, "What about an avatar with hundreds of pieces of clothing? Like, how are we going to solve that?" Today, we're also introducing SLIM, which stands for Scalable Lightweight Interactive Models. SLIM converts models into lightweight representations in the cloud automatically so assets far away can be loaded with fewer meshes and textures. It's a compositor, dramatically improves performance, and SLIM understands the complete context of your model.

So instead of just doing LOD for individual assets, SLIM can take a model all the way down to a single mesh and zero client instances and anything in between. And of course, if we have LOD in the cloud and we have Harmony and SLIM, why wouldn't we do one last thing? And that is offer almost unlimited asset resolution, which we're going to do. And when we put it all together, it's absolutely magic. This is a real screen capture of a real Roblox place with a fly-through using SLIM and cloud LOD and Harmony all together. Assets close to the camera are rendering high-res. Assets further away are low-res and ultimately SLIM representations. And the detail you see far away are SLIM renderings with a single mesh and a single texture. We believe this is the future.

You can design and build at any resolution you want. It's all automatic in the cloud. Hopefully, millions of triangles someday. You can access and sign up for early access to SLIM today on DevForum , and early access starts Monday. Now, in addition to kind of scale, avatar is very, very important for us because we're trying to capture the diversity of the human condition in games and movies everywhere. For those of you that have been with us for a while, you know our vision is interchangeability. Anybody, any clothing driven by any type of motion can interact with any object in the world. This commitment to human expressiveness is why we're bringing native makeup to Roblox early next year. Makeup's going to support layers of blush, lipstick, eyeshadow, all blended with PBR, all blended with transparency.

Makeup is going to work on any avatar face, including classic faces. Makeup's going to launch in Studio beta in the next few weeks. We're also increasing the visual fidelity of our avatars. Our goal is to support rigs with 200 joints and beyond, all while keeping the interchangeability of all animation and all rigs. Of course, we are finally going to have native hands and fingers on Roblox, all thanks to our new movement system. We're going to be bringing integrated kinematics with physical simulation on avatar joints. We're bringing crouch, sprint, strength, native. We're going to be introducing an animation compositor and Inverse Kinematics and an animation editor that's going to support Inverse Kinematics in our file format. When we put it all together, any avatar on Roblox will be able to interact with any object.

This will include retargeting so any avatar can pick up a weapon with both hands or maybe a dowsing rod, all natively. And a big part of this design, for those of you that have been watching us, for both cloud LOD, for Harmony, for SLIM, for unlimited res, and for our avatar system, is having anything run well on any device. And we've been saying it for a year. Our low-end target device is two gigabyte RAM Android phone. Here's the same fly-through we've been looking at, running on the equivalent performance of a two gig RAM device. No other gaming system supports this range of integrated server client scalability. So when we think about our creators and our users, we're always thinking about how can we build the most interesting creative games and experiences. How can our users, not just you, but our users, become more creative?

And five years ago, we used to talk about a fashion design where our users would create fashion. We're now starting to think about fashion design games and experiences that you build where users create fashion with generative AI. And so for four years now, we've been an AI shop. We're running over 400 AI models. It's just the tip of the iceberg. We've open-sourced four of our models. I run into startup founders who are building video game companies who are starting to use our voice safety model, for example. But our long-term vision is really for AI to build and tune foundational models for use within Roblox based on the enormous data we have at Roblox. And we're rapidly moving to this. First, we want to support not just 3D, but 4D generation. That means functional objects, physically simulated objects that can be created directly in an experience.

This is different from any other texture, mesh gaming platform. Roblox is about functional, physically simulated objects, and for those who wish, we want to support not just model, but true experience generation directly from prompts, whether in studio or within an experience, text prompt, image prompt, you name it, and this same technology can support upsampling. For example, you may want to design in blocky mode, but auto upsample to a photorealistic medieval mode kingdom, and ultimately, we're going to support what we call real-time dreaming. This is also referred to as procedural generation. It means human or an AI can alter the world in real time while people are in it, and finally, of course, we want to support great NPCs, fully functional, directly from a prompt. You design your NPC. You talk about what it looks like.

We're putting all of this together now with our toolkit for text-gen, text-to-speech, speech-to-text, and filtering. So today, we're going to do a live demo. We're going to have Karun Channa come out, Director of Product for AI. We're going to hop on stage. Come on out, Karun. And we're going to do a little demo. So welcome. Okay, so while you get fired up, Karun, we're wiring together text-to-speech, speech-to-text, text-gen, 4D gen, and translation. Translation. That's right. And so you're going to see an interactive avatar with voice rather than text.

Karun Channa
Senior Director of Product, AI Platform and 3D Foundation Model, Roblox Corporation

That's right. It's all live.

David Baszucki
CEO, Roblox Corporation

Which we're not used to.

Karun Channa
Senior Director of Product, AI Platform and 3D Foundation Model, Roblox Corporation

That's right.

David Baszucki
CEO, Roblox Corporation

And I think we're going to do some 4D gen in-game.

Karun Channa
Senior Director of Product, AI Platform and 3D Foundation Model, Roblox Corporation

That's right.

David Baszucki
CEO, Roblox Corporation

Take it away.

Karun Channa
Senior Director of Product, AI Platform and 3D Foundation Model, Roblox Corporation

All right, let's walk in. So what we have here is we built this game. This character over here is going to go out on a world exploration.

We have two AI NPCs here to train us out. We're going to walk up. Probably unmute myself.

4D Avatar
Avatar AI, Roblox Corporation

Welcome to the Explorer Training Grounds.

Karun Channa
Senior Director of Product, AI Platform and 3D Foundation Model, Roblox Corporation

That's your text-to-speech.

4D Avatar
Avatar AI, Roblox Corporation

We'll get you ready to explore in no time.

Let's get started. Speech-to-Text.

Let's prepare you for your amazing exploration to Spain.

Text-to-speech. Fast. All the LLM generation.

Head over to the store and talk to the owner. The shopkeeper can help you build some gear. You will need a vehicle that flies and a weapon.

Karun Channa
Senior Director of Product, AI Platform and 3D Foundation Model, Roblox Corporation

All right. Now I've told it a vehicle that flies. I'm going to go up to the shopkeeper.

4D Avatar
Avatar AI, Roblox Corporation

Welcome to my store. How can I help you?

Karun Channa
Senior Director of Product, AI Platform and 3D Foundation Model, Roblox Corporation

A different voice for her.

Can I get a gun that's shaped like a banana and shoots watermelons?

4D Avatar
Avatar AI, Roblox Corporation

You got it. A gun that's shaped like a banana and shoots watermelons.

Karun Channa
Senior Director of Product, AI Platform and 3D Foundation Model, Roblox Corporation

So that's the 4D avatar.

4D Avatar
Avatar AI, Roblox Corporation

I'll get right on that.

David Baszucki
CEO, Roblox Corporation

So we're doing 4D gen right there in real time. And I want to highlight later in the show, we're going to give a little hint at the prompts that are driving these avatars. That's right. So stay tuned.

Karun Channa
Senior Director of Product, AI Platform and 3D Foundation Model, Roblox Corporation

And I'm going to do one more.

Can you give me a flying magic carpet?

4D Avatar
Avatar AI, Roblox Corporation

That's a great choice. A flying magic carpet. I'll get right on that.

David Baszucki
CEO, Roblox Corporation

Now, are these hard-coded demo objects?

4D Avatar
Avatar AI, Roblox Corporation

A flying magic carpet. That's quite an interesting one.

Karun Channa
Senior Director of Product, AI Platform and 3D Foundation Model, Roblox Corporation

I don't think we wanted to try a watermelon gun.

4D Avatar
Avatar AI, Roblox Corporation

And a watermelon shooter. I've never seen anything like that.

Karun Channa
Senior Director of Product, AI Platform and 3D Foundation Model, Roblox Corporation

This is cool. The trainer kind of overheard the conversation. I'm not sure we're kind of talking. And is able to kind of make a comment about it just because of the LLM.

4D Avatar
Avatar AI, Roblox Corporation

I'm sure it will be fun. You know, I've always been fascinated by the different types of vehicles and gear people come up with. It's amazing what you can create with a little bit of creativity and some good old-fashioned problem-solving.

Karun Channa
Senior Director of Product, AI Platform and 3D Foundation Model, Roblox Corporation

Just talk a little less. That's fine. So we saw four, and we're going to see the fifth one now. So if we're going to Spain, I want to learn how to speak something in Spanish. Hey, can you teach me how to translate "Where is the food?" in Spanish?

4D Avatar
Avatar AI, Roblox Corporation

The Spanish translation is [Foreign language]

Karun Channa
Senior Director of Product, AI Platform and 3D Foundation Model, Roblox Corporation

I hope that was right. Nice. I actually don't know.

David Baszucki
CEO, Roblox Corporation

That immediately made me think we're going to see some language learning apps on Roblox. That's right.

Karun Channa
Senior Director of Product, AI Platform and 3D Foundation Model, Roblox Corporation

Now, the generations are ready. So that is my little banana gun. Let's see what a watermelon shooter looks like.

David Baszucki
CEO, Roblox Corporation

So, highlighting this is a functional object with embedded code, not just a good-looking object.

Karun Channa
Senior Director of Product, AI Platform and 3D Foundation Model, Roblox Corporation

That's right.

David Baszucki
CEO, Roblox Corporation

And we're going to see if it really functions.

Karun Channa
Senior Director of Product, AI Platform and 3D Foundation Model, Roblox Corporation

All right, here we go.

David Baszucki
CEO, Roblox Corporation

It does. Okay.

Karun Channa
Senior Director of Product, AI Platform and 3D Foundation Model, Roblox Corporation

You see the watermelon. I'm going to do the target practice. Boom.

4D Avatar
Avatar AI, Roblox Corporation

Nice shooting with your trusty banana-shaped watermelon shooter. You're really hitting your mark with that magic carpet and with your watermelon launcher. You're ready to go on an adventure now. Hop on that magic carpet.

David Baszucki
CEO, Roblox Corporation

Same thing.

4D Avatar
Avatar AI, Roblox Corporation

Take to the sky.

David Baszucki
CEO, Roblox Corporation

Not hard-wired.

Karun Channa
Senior Director of Product, AI Platform and 3D Foundation Model, Roblox Corporation

Not hard-wired.

David Baszucki
CEO, Roblox Corporation

Just a magic carpet, 4D generated.

Karun Channa
Senior Director of Product, AI Platform and 3D Foundation Model, Roblox Corporation

And I think the carpet looks pretty nice. Don't you think?

David Baszucki
CEO, Roblox Corporation

See if it flies.

Karun Channa
Senior Director of Product, AI Platform and 3D Foundation Model, Roblox Corporation

There you go.

David Baszucki
CEO, Roblox Corporation

All right. Whoo.

Karun Channa
Senior Director of Product, AI Platform and 3D Foundation Model, Roblox Corporation

I'm going to avoid that tree. And that's all we had. That's all we had.

David Baszucki
CEO, Roblox Corporation

All right. So thanks a lot, Karun. So we've already seen launch text-gen and speech-to-text.

Speech-to-text is coming to beta before the end of the year. By the end of the year, functional 4D generation is coming. Next year, we're going to roll out real-time voice chat translation. So stay tuned. We've been focusing on making Discovery, as you know, for the last year, more transparent and predictable. And last year, we shared a commitment to you. And since then, we shipped a lot of improvements, providing essentially the signals that drive organic impressions. We've also introduced new tools to help you optimize those signals. For example, thumbnail personalization is used by about half of you now. And for those of you that use it, we're seeing about a 15% increase in engagement from recommendations for those that are using it. But wait, there's more. Today, we're going to introduce a whole new way for people to discover and users to find your amazing content.

It's Roblox Moments. It's a new app we're rolling out. Here's how it works. Users can capture great video throughout Roblox. With Moments, you can publish these moments. Moments is built on a whole new set of APIs using a feed system that will be really available to all of you. And something really crucial to think about here, we built Moments the hard way. We built it only with APIs and cloud tools that our developer community will have access to as well. I want to invite our VP of Product, Raj Bhatia, to join me on stage. And we're going to do a little Moments demo. Come on out, Raj. And I think we're open-sourcing this as well. So anyone can build it.

Raj Bhatia
VP of Product, Roblox Corporation

Anyone's going to be able to see this out there today. Okay, so let's dive in. Let's take a look.

Yeah, so you guys ready for a demo? Yeah. I'm just live on here. All right, cool, so I'm really excited about Moments because it's all about community-driven discovery, and it all starts with UGC captured gameplay videos. I think the first thing to do is actually to jump into an experience. Let's go and let's capture. All right, cool,

David Baszucki
CEO, Roblox Corporation

and once you get native capture inside any Roblox experience.

Yes. Okay.

Raj Bhatia
VP of Product, Roblox Corporation

All right, so I'm going to hop onto this island to obby. The team has challenged me to try to perform an obby.

David Baszucki
CEO, Roblox Corporation

Okay, you're going to get to see Raj doing an obby live. Let's see how good Raj is.

Raj Bhatia
VP of Product, Roblox Corporation

All right, cool. So before we jump in, I think people have probably seen this, but we got a gallery for captures, and then you can enable captures here through the hamburger menu. Right?

So I just turned on captures. You can see on the right side, the bottom icon here takes a screenshot, and I just took that. But we also have a 30-second video capture happening as well. So I'm going to go and hit go.

David Baszucki
CEO, Roblox Corporation

Okay, let's see what you got, Raj.

Raj Bhatia
VP of Product, Roblox Corporation

All right, let's see.

David Baszucki
CEO, Roblox Corporation

Okay, already better than me. Good, nice.

Raj Bhatia
VP of Product, Roblox Corporation

Okay. All right, so we're capturing live. I can stop this anytime I want. And of course, I fell in the water. Right? So yep, cracking under pressure. So we'll stop that here, and the capture is now saved. If I want to see that capture, I can head up into the Roblox menu and hit captures here. And you can see that my capture is there. I can play it back. I can delete it, et cetera. So why don't we hop over to Roblox Moments?

David Baszucki
CEO, Roblox Corporation

Yeah, let's check it out.

Raj Bhatia
VP of Product, Roblox Corporation

All right, so I'm going to leave this experience, and because Roblox Moments is an experience, I'll search for it here. All right, here we go.

David Baszucki
CEO, Roblox Corporation

So 100% built on APIs that'll be available to creators.

Raj Bhatia
VP of Product, Roblox Corporation

Yeah, we're releasing them in Q4.

David Baszucki
CEO, Roblox Corporation

Including the feed system.

Raj Bhatia
VP of Product, Roblox Corporation

Including the feed system.

David Baszucki
CEO, Roblox Corporation

Okay.

Raj Bhatia
VP of Product, Roblox Corporation

Yeah.

David Baszucki
CEO, Roblox Corporation

And what are you doing right now?

Raj Bhatia
VP of Product, Roblox Corporation

Well, I just loaded up Moments. I've got a moment playing here. Okay. Someone else has uploaded. Let's create our own. So the first thing I'm going to do is I hit that plus button in the upper right-hand corner, and I'm going to allow Roblox Moments to access my captures and my media gallery. So I'm hitting allow. And you can see that that same gallery is now available here. I'm going to pick this clip we just got.

David Baszucki
CEO, Roblox Corporation

So once we get any Roblox experience, we'll get permissions to ask to use your captures.

Raj Bhatia
VP of Product, Roblox Corporation

Yes.

David Baszucki
CEO, Roblox Corporation

Okay.

Raj Bhatia
VP of Product, Roblox Corporation

Exactly.

All right, so I'm going to use this. Let's hit continue at the bottom. I'm going to trim this video a little bit. Maybe I'll cut out that last part. Or maybe I should highlight it because that's how I felt, right? All right, I'll hit done here. Let's pick some music.

David Baszucki
CEO, Roblox Corporation

Once again, any Roblox open-source music here, I assume?

Raj Bhatia
VP of Product, Roblox Corporation

Yeah, from our music library.

David Baszucki
CEO, Roblox Corporation

Okay.

Raj Bhatia
VP of Product, Roblox Corporation

Yeah,

David Baszucki
CEO, Roblox Corporation

cool.

Raj Bhatia
VP of Product, Roblox Corporation

All right, let's see. I'll use this one. All right, cool. Just trim normal. And let me add a description. Let's see. Cracking. Whoo. Under the capture.

David Baszucki
CEO, Roblox Corporation

Okay, so you just made an interactive video-based moment with music, trimmed the video, and you're pushing it now live.

Raj Bhatia
VP of Product, Roblox Corporation

I'm hitting post.

David Baszucki
CEO, Roblox Corporation

Okay, cool.

Raj Bhatia
VP of Product, Roblox Corporation

And my moment is now publishing. Shouldn't take too long.

It's going up to the cloud. It's video transcoding.

David Baszucki
CEO, Roblox Corporation

These are pre-made moments now that we've already made.

Raj Bhatia
VP of Product, Roblox Corporation

Yes. And it's going through safety moderation.

David Baszucki
CEO, Roblox Corporation

Can you just maybe show the perf of that and how fast this works?

Raj Bhatia
VP of Product, Roblox Corporation

Yeah, it's seamless. It's amazing.

David Baszucki
CEO, Roblox Corporation

So beautiful.

Raj Bhatia
VP of Product, Roblox Corporation

Really excited about this. And then, of course, the big point of Moments is to bring people back into experiences. And so you see this join button at the bottom.

David Baszucki
CEO, Roblox Corporation

All right, so unlike a typical video feed . What's special here?

Raj Bhatia
VP of Product, Roblox Corporation

First, we react, and then let's join. Let's go over to.

David Baszucki
CEO, Roblox Corporation

So any experience, that's a moment you can join.

Raj Bhatia
VP of Product, Roblox Corporation

Yeah. And we're attempting to join now, and it's on its way.

David Baszucki
CEO, Roblox Corporation

Okay, that's awesome.

Raj Bhatia
VP of Product, Roblox Corporation

All right.

David Baszucki
CEO, Roblox Corporation

Woo.

Raj Bhatia
VP of Product, Roblox Corporation

Moments. Thank you.

David Baszucki
CEO, Roblox Corporation

Oh, hey, Raj.

Because we're trying to do everything like in the next few days, could you just push Moments live at noon today?

Raj Bhatia
VP of Product, Roblox Corporation

So you think we're ready to launch?

David Baszucki
CEO, Roblox Corporation

Yeah, yeah. Just go.

Raj Bhatia
VP of Product, Roblox Corporation

Okay, we'll make it happen.

David Baszucki
CEO, Roblox Corporation

Boom. Cool. Thank you. Okay, so we're hoping more users on the platform can find your great stuff as they use Moments to jump in. And we're hoping you can more and more start embedding video moments in your own experiences as well. Now, over the last year, there's been an explosion of new experiences on Roblox based on popular IP. Historically, IP licensing has been slow and complex. That's why we launched our IP platform. We started with seven IPs, great partners like Netflix, Sega, Lionsgate. And our vision has really been to connect thousands of creators with thousands of IPs, automating the deal-making process. Now, there's a specific type of content.

It's really popular on Roblox, manga, and anime. It's a global phenomenon. The revenues are expected to exceed over $100 billion by 2030 in this genre. And in Japan, Kodansha is one of really the big three manga publishers, literally inspiring millions of people with their content. Today, we're announcing a partnership with Kodansha and highlighting two of their most popular IPs available for Roblox creators to apply today. First, That Time I Got Reincarnated as a Slime. And second, Blue Lock. We're inviting a very special guest to join us. Please welcome the CEO of Kodansha, Yoshinobu Noma. Noma-san. Noma-san.

Yoshinobu Noma
CEO, Kodansha

Thank you.

David Baszucki
CEO, Roblox Corporation

Noma-san, it's so great to have you here. Thank you for coming.

Yoshinobu Noma
CEO, Kodansha

Thank you very much. I'm very happy here today. And my first audition.

David Baszucki
CEO, Roblox Corporation

Thank you. So Kodansha has been a leader in storytelling for over a century.

We have deep respect for this beloved IP. With our IP platform and companies like Kodansha, we're hoping to open a new world for UGC content. I'm going to say this in Japanese. [Foreign language]

At Kodansha, we are embracing the future of fandoms and licensing with License 3.0 on Roblox. This model empowers the UGC community to create fun content under our standard. A new model our authors and industry partner agrees can coexist with the traditional gaming licensing.

Thank you so much. This is a shared vision for both of us, empowering our creator community while respecting great IP. What do you think creators have to look forward to?

Yoshinobu Noma
CEO, Kodansha

[Foreign language]

We are thrilled by the enthusiasm the community has shown for our properties. We are only getting started with two of our major franchises, Blue Lock and TenSura, available for application in Roblox License Manager.

We are incredibly excited to bring many more titles from Kodansha to Roblox in the near future.

David Baszucki
CEO, Roblox Corporation

Noma-san, we are thrilled. We thank you for your vision and your partnership. Thank you.

Yoshinobu Noma
CEO, Kodansha

Thank you so much.

David Baszucki
CEO, Roblox Corporation

Thank you. So we're really in the early phases here of IP on Roblox. There's a pipeline of IP coming to the platform. Mattel is going to be bringing some of their four great IPs: Polly Pocket, Street Sharks, Rock 'Em Sock 'Em, and something I played a lot with when I was young, Matchbox. And Lionsgate's bringing Strangers, Blair Witch, and Fall, and many others are coming. Just thank you for all of our new IP platforms. Great to have you. Okay, so we have a big show for you today. We shared a vision for safety and civility, not just on Roblox, but really our vision of creating an industry best practice.

We highlighted our technology and AI creation vision. We've introduced Moments. We've given a glimpse of IP and content on Roblox. Whoop, we forgot the economy. So let's dive in just for a sec. We shared our goal, really, when we talked to Wall Street and everyone, to run Roblox as efficiently as possible so we have more money to distribute to the creator community. And literally, inside the company, we do watch every penny. So for the first time in eight years, we're increasing the DevEx. So starting today, creators will earn 8.5% more DevEx on average for every Robux they earn. This will mean an additional, literally would have meant $95 million more in DevEx over the last 12 months, ending in June of this year. Thank you so much for your creativity. We have a great big day.

We have a civility and safety live AMA tomorrow. Of course, open mic with yours truly, and I'll be back at the end of this morning with our top 10 predictions. I hope you all have a wonderful morning and a great RDC. Thank you.

Operator

Please welcome Vice President of Product, Raj Bhatia.

Raj Bhatia
VP of Product, Roblox Corporation

Okay, hello, RDC. It's good to see you all again. I feel like it's been a while since I've been up here. I'm Raj, and I work on our Roblox app, social and discovery products, and I'll be honest, I'm just really glad I got through that demo, so hopefully you all enjoyed that. When I'm not building demos, I spend a lot of time with the team thinking about how to empower all of you to reach your audiences in new and novel ways, and I think we've got something really special with Roblox Moments.

So organic community-driven discovery has always been a key activity among our creators and players. We know that the Roblox community loves to share what they're playing and share the amazing gameplay and social interactions that you all have created for them. We also know that our community gets inspired to find and try new things based on what the community is talking about. And they do this a lot. It's already on the screen, but in the short time that captures have been available, users have taken over 930 million screenshots and over 240 million videos within Roblox experiences. This level of engagement shows our community is eager to share their best moments. And we think this is even more apparent when you consider that there have been over 1 trillion Roblox-related views on YouTube. Just take that in for a second.

That's a ton of views and quite an accomplishment, so what you saw Dave and I just demo earlier is Moments, a new Roblox experience built around user-generated and shared content. And yes, as Dave requested, we're rolling out the beta today for 13-plus users at noon, so get ready for that. We think it's going to be a powerful engine for content creation and discovery driven by your players. It enables them to capture, edit, share, and discover the best in-experience moments, the game-winning plays, the epic victories, and the hilarious fails. Moments that others will find and enjoy, moments that ultimately will bring them back to the engaging experiences that they originated from. Now, in true Roblox fashion, this is all built using platform APIs that you'll soon have access to.

We'll also be sharing the Moments experience source code, so you'll all be able to integrate any part of what we built into your creations directly. So let's explore some of the possibilities that open up when you leverage these new APIs. We built some fun examples on the side just to demonstrate the possibilities. Okay, first, let's look at how you can highlight and celebrate player achievements in your experience. Think about an obby. Players are completely focused on achieving a difficult sequence to clear a level. I know. I was just trying that on stage. We're not trying to think about how to capture a highlight. We're thinking about making that next impossible jump, right? So this is where the captures API comes in.

You can automatically record those peak moments of gameplay in the background and then use the upload API to ask your users if they'd like to share that clip out with other people. It never will break their focus. And then the bragging doesn't stop there. You can then use the recommendations API to populate an in-game highlight reel that you can show between levels, inspiring players with the best performances of the day. They'll want to stick around to beat. Now, let's take this a step further and use these APIs to create something even more integrated into your game. While the previous example implemented a highlight reel in the game's UI, let's make the community's best moments a part of your 3D world.

Imagine a dynamic billboard on your racetrack that uses a recommendations API to show players the coolest overtakes or the fastest driving lines from other players. It's not just a static leaderboard for one player to see. It's a living highlight reel embedded into your world, providing real-time gameplay inspiration for other people sharing the space together. I know I love watching fast cars. Just check out these drivers in awe before they start their laps. And then finally, we believe Moments isn't complete without giving players the ability to creatively edit their captures. This next example explores an even deeper integration of Moments, one that becomes a core part of the game loop itself. In this fashion experience, the player isn't just capturing a moment. They're making it their own. They're striking a pose. They're taking their moment.

Then they're creatively editing and adding their own flair and customization before they publish it out for everyone else to see. We've included a few foundational editing features in Roblox Moments. And given you'll have the source code, we hope that you'll all use those or extend them. I'm looking forward to seeing what new off-the-wall editing features also come from this community. Okay, we're just scratching the surface of what's possible with these examples. We're showcasing short-form video in our Moments experience, but 3D video, live 3D, these are all formats that we're thinking about for the future. And I want to remind everyone, it may not be apparent with these examples, but these platform capabilities are built and set up to work with any creation on Roblox. So if you have an asset on Roblox, you can use the Moments system with it.

So I encourage you all to check out the Moments experience. It's going to be available starting at noon today. You can search for it or you can see it in the more tab. And if you haven't already, get your players capturing and sharing from your experience by integrating the video captures API. We can't wait to see how Moments will boost creation, social interaction, and discovery across the platform. I'm looking forward to seeing how all of you innovate with this, and I encourage you all to push the boundaries. Okay, so shifting gears, we just covered how getting users to share their best moments can be a powerful way for you to engage and reach a wider audience. But that's just one part of the equation.

We also know that to grow in the next decade and to reach 10% of the gaming market, we need to bring Roblox and your incredible experiences to more devices, meeting players where they are. And that's why our vision is for you to reach every player on any device, anywhere. And with the platform expansion investments we've made over the past few years, Roblox is now available in more places than ever before. The growth across desktop, mobile, and consoles is a powerful testament to your hard work and the high-quality experiences that you're building. Your creations are driving more engagement and connections between players across these platforms.

We've talked about this in the past, but to remind ourselves, we've seen that users that play across platforms engage 20% more and spend two and a half times more on average per hour than those who play on a single one. We know the promise of game development on Roblox is big. You build a game, you click publish, you can be on all these platforms, and you can reap these benefits of cross-platform play. But we also know that this can be a challenge. Getting your creations to be amazing across all these devices does take work. And this device optimization journey is key to making your creations seamlessly accessible by that ever-expanding audience across the ever-expanding set of devices that we're on. So we're working on making this easier for you. Just a few weeks ago, we shipped a toolkit to help you in this journey.

Our adaptive design principles give you the guidance on what to do. New and updated APIs provide practical tools to do it, addressing key elements like display, input, and styling across device types. In our studio emulators, you'll see that we've added a new one enabling you to test your game specifically for new form factors. This toolkit is designed to help you build an optimized, immersive experience that truly sings on any device. We're not stopping here. On October 16th, the new Xbox Ally handhelds are launching, and Roblox will be playable natively on day one. This is about delivering true portability and performance, putting Roblox in players' hands wherever they go. I'll call out one other interesting thing about this device. It's going to present an interesting challenge for us as well. This is a portable device. It's got game controllers. It's got a touchscreen.

You can plug it in and dock it. The tools that you need to be able to make your experience sing on all these modes, we have that toolkit for you. So we can't wait to see this community's creativity shine with the power and fidelity of this dedicated gaming handheld. Okay, that's it for me today. But if you're ready to dive deeper on anything we covered, we've got two great breakout sessions tomorrow. Learn more about reaching every player and optimizing for all devices and the handheld at 12:15 P.M., or learn about Moments and building connected experiences with Roblox APIs at 1:00 P.M. Thanks, everybody. Have a great RDC.

Operator

Please welcome Roblox Senior Vice President of Engineering, Anupam Singh .

Anupam Singh
SVP of Engineering, Roblox Corporation

Another great year at RDC. How's everybody feeling? Last year, we talked about 3D and 4D generative AI.

And you saw Dave talk about this in his portion, where we believe that player-generated content using generative AI is going to be a fundamental game changer for us as a platform and for you as creators. Now, I know you would rather hear about this from a creator. So I have a question for you. How many of you have heard about Jailbreak? I would like to invite Alex, who's created Jailbreak, who is already successful on the platform, to tell us more about generative AI. Alex, come on over. All right, Alex, let's start with seeing how you've integrated the Cube AI technology into Jailbreak. Let's cue the video.

Alex Balfanz
Co-creator of Jailbreak, Roblox Corporation

So here we are in Jailbreak, a game that's been popular on Roblox for over eight years now. If that makes you feel old, me too.

We're walking into one of the mini garages around the map, and instead of choosing a vehicle that already exists in the game, we're going to generate a tall monster truck made out of futuristic Starship parts. The coolest part about this demo, I think, is that it integrates into our existing vehicle system, so you can use all the same customizations that you've unlocked over the years in Jailbreak. And the suspension works, too. You can tell that Asimo and I had a lot of fun recording this demo. This is my dinosaur lizard. It's pretty cool.

Anupam Singh
SVP of Engineering, Roblox Corporation

So Alex, how does custom content generated by players change Jailbreak?

Alex Balfanz
Co-creator of Jailbreak, Roblox Corporation

Yeah, I was surprised.

I had seen the technology being developed, and I had played with some image generators, but I honestly didn't anticipate it being so fun myself to be able to take an idea in my head and so quickly be able to actually drive it, and it kind of gives me the feeling that I had 15 years ago when I started making games.

Anupam Singh
SVP of Engineering, Roblox Corporation

let me play the AI skeptic for a while, right? Player-generated content is very well understood. What's the difference between using the Cube AI or not using the Cube AI for players?

Alex Balfanz
Co-creator of Jailbreak, Roblox Corporation

Yeah, so prior to this technology, there was no way for most of our players to get their own ideas and their own car mesh into the game. For the past few years, every two months, we've held a Jailbreak season contest, Jailbreak Creation Season Contest, where we allow users to submit their ideas.

It's hundreds of users that submit their ideas, and we choose 10 every two months, and we put them into the game. We're amazed that so many passionate players have taken the time to learn how to 3D model in Blender in our style. We'll continue to do this, but we're very excited because we know that that's still just a fraction of the users that we have playing Jailbreak that would love to see their ideas brought to life in Jailbreak immediately.

Anupam Singh
SVP of Engineering, Roblox Corporation

Okay, so 10 pieces of content with a lot of effort, trying to keep the style consistent with Jailbreak compared to what we just saw. Now, we are all builders here. We are all engineers. How did you integrate the Cube AI APIs into Jailbreak?

Alex Balfanz
Co-creator of Jailbreak, Roblox Corporation

Yeah, so we utilized the multi-mesh geometry generation. So we're generating the car body and the wheels separately.

And we're using the positions of the wheels and the wheel mesh itself so we can still have the wheels spin on the ground, and we can still have the suspension work, and it's awesome.

Anupam Singh
SVP of Engineering, Roblox Corporation

Thank you very much, Alex. This was hopefully everybody gets to know something new. Thank you.

Alex Balfanz
Co-creator of Jailbreak, Roblox Corporation

Thank you.

Anupam Singh
SVP of Engineering, Roblox Corporation

Now, we all know when AI-generated content becomes easier to generate, a lot of us as creators and engineers think about how do we control this? How do we know that it will match the style, the behavior, the size, the aspect ratio? How will the experience remain consistent? To find answers to these questions, I want to invite Kiran Bhat, who's the lead engineer for Cube AI. Kiran, come on over. All right, Kiran, what are we doing today?

Kiran Bhat
Senior Director Of Engineering, Roblox Corporation

So I hear, Anupam, you like live demos.

Anupam Singh
SVP of Engineering, Roblox Corporation

Yes, yes.

Kiran Bhat
Senior Director Of Engineering, Roblox Corporation

How about a live game instead?

Anupam Singh
SVP of Engineering, Roblox Corporation

Oh, my 18-year-old thinks I'm a really bad Roblox player, so let's try it, though.

Kiran Bhat
Senior Director Of Engineering, Roblox Corporation

Yeah, let's jump right into it. So what we are going to show you here is a capture-the-flag type game where one of our team members built all the game assets using the Cube AI. And as the creator of this game, we wanted the players to build all the objects for the gameplay, like vehicles, planes, and even guns that can shoot using the Cube. So let me start with a powerful vehicle that can drive, so maybe a Battle Mech. So let's try a Battle Mech with, if I can type properly, four wheels. Okay, so I'm going to just generate that. And one thing is, as a creator, you get to specify the overall style of the game and the objects. So let's see here.

If I switch to this sci-fi robot's theme, the same prompt gets interpreted by Cube AI into this future industrial Battle Mech, which is more sci-fi themed. I can generate that. While we are at it, there's also another theme here, which is cute robots, or I think it's cute animals. Why don't we give that a try as well? Now the Battle Mech becomes a bright yellow hamster. Let's generate that as well. We have these generations going.

Anupam Singh
SVP of Engineering, Roblox Corporation

What's happening here, if I'm getting it right, is the creator, in this case, maybe it's you, has set up a particular context in which we will generate the AI object.

Kiran Bhat
Senior Director Of Engineering, Roblox Corporation

That's right.

Anupam Singh
SVP of Engineering, Roblox Corporation

Those contexts can be changed, and Cube AI is smart enough to apply that style rather than generate some junk. Okay.

Kiran Bhat
Senior Director Of Engineering, Roblox Corporation

That's exactly right.

Anupam Singh
SVP of Engineering, Roblox Corporation

Yeah. Awesome.

But are there any other controls for creators?

Kiran Bhat
Senior Director Of Engineering, Roblox Corporation

Yeah, that's right. So one other big control is the ability to specify the size and the aspect ratios of the objects that are getting created. So let's try that. So if I maybe stick back to the sci-fi robots, and if I add a bounding box here. So now I'm going to try and change the base of the Battle Mech and make it a little taller. So I can go ahead and change this box a little bit here, and then maybe make it a little taller. So I do generate again, so it goes back, cute things. And then the generation is going to fit into this box.

Anupam Singh
SVP of Engineering, Roblox Corporation

But resizing objects is nothing new on our platform, right? You just resize something. Why is this important?

So this is actually not resizing.

What's happening here is that these bounding box dimensions are fed as inputs to the Cube AI along with the prompts. The output, as it generates, is going to adhere to the prompts and try to fit within the bounding box. It's essentially a form of control where each generation is going to be different depending on the size of the bounding box. Anupam, what did you end up generating?

I generated a shark car where the car has wheels, but it is also a shark with bared teeth. I'm trying to show it to you guys. That's the shark car with bared teeth. A round of applause for our Cube AI. Thank you very much.

Kiran Bhat
Senior Director Of Engineering, Roblox Corporation

All right. That's this car right there.

Okay, so one interesting thing is, okay, here we see all our Battle Mechs, and let me turn this debug option on to see how this is our cute animal-themed Battle Mech. This is the futuristic, whatever, sci-fi-themed Battle Mech, and let's go and drive one of these guys, so this is one key change that we have introduced. The objects now are what we call 4D, which is 3D with embedded scripts, which allow them to be drivable, so if you create buildings, you can maybe have doors that open, and here, let's go and drive this thing here, and so I can drive it around.

Anupam Singh
SVP of Engineering, Roblox Corporation

As you're driving it, tell us more about how did Cube AI understand that it is a drivable thing?

Kiran Bhat
Senior Director Of Engineering, Roblox Corporation

Yeah, so let me just show you that, and also, one other thing is it shoots, right, so it's both drivable and shootable.

So let's look at the reasoning that goes on here. So the prompt was the Battle Mech with four wheels, and the Cube reasoned about the prompt and decided that it has to be both drivable and shootable, right? And this is a really important thing. The basic capabilities, whether it's drivable or shootable or flyable, are set by you as the developer. And the model is just interpreting the user's prompt, the player's prompt, and then composing the behavior for the generation. So here, it made it drivable and shootable. Let's take a look at your creation.

Anupam Singh
SVP of Engineering, Roblox Corporation

So I bet my shark can shoot, can it?

Kiran Bhat
Senior Director Of Engineering, Roblox Corporation

Let me see. So this is your shark here, right? So it say

s it's just drivable. So even though it is a shark, it decided that the behavior is not shootable. Oh, okay.

Anupam Singh
SVP of Engineering, Roblox Corporation

One of the things for creators in the room is that you can actually see the reasoning used by the AI to build the object. So not only does it have behavior, but in some ways, you can control the behavior. And so you can control the experience for all the players while the players can continue to generate AI-based objects.

Kiran Bhat
Senior Director Of Engineering, Roblox Corporation

So we also have a bunch of guns here. It's a large gun that shoots watermelons.

Anupam Singh
SVP of Engineering, Roblox Corporation

Oh, this is the same watermelon gun that Dave and Karun were using, maybe.

Kiran Bhat
Senior Director Of Engineering, Roblox Corporation

That's right. So I can shoot watermelons here and see how our friends from the other side are coming here. So let's.

Anupam Singh
SVP of Engineering, Roblox Corporation

Oh, you're trying to shoot the.

Kiran Bhat
Senior Director Of Engineering, Roblox Corporation

Yeah, that's right. All right, there you go. That's another shark to shoot. Anyway, I can play this all day long.

Anupam Singh
SVP of Engineering, Roblox Corporation

We could do this all day long, but I'm getting the cue that we should get off stage. So what is the takeaway? The takeaway is creator control is the most important thing for us in AI. We want to build everything such that you, as the creator, can control the style, you can control the size, and you can control the behavior so that the AI-generated objects are still objects that you would want in your experience. With that, thank you very much, Kiran. We played Roblox.

Operator

Please welcome Roblox Vice President of Global Brand Partnerships, Stephanie Latham, and Vice President of Product Ads, Lokman Parampath.

Stephanie Latham
VP of Global Brand Partnerships, Roblox Corporation

Wow. When creators and brands come together, magic happens. Hi, everyone. I'm Stephanie Latham. I lead our Global Brand Partnerships team, and I'm so happy to be back together with all of you again this year.

Lokman Parampath
VP of Product for Ads and Commerce, Roblox Corporation

Hi, everyone. And I'm Lokman Parampath, the VP of Ads and Brands Product at Roblox. This is my first RDC, and I could not be more excited to share what we have built with all of you today.

Stephanie Latham
VP of Global Brand Partnerships, Roblox Corporation

Me too.

We love working with you to build products that help you both succeed and grow. And as most of you in this room know, we intentionally design all of our advertising solutions to be a win, win, win. A win for creators, a win for brands, and of course, a win for our users.

Lokman Parampath
VP of Product for Ads and Commerce, Roblox Corporation

Creators can grow their audience and earn revenue to help take their experience to the next level. For brands, they can connect with Roblox's engaged community and build new fans. And users get entertaining content and useful in-game benefits, making their experience even greater and more engaging.

Stephanie Latham
VP of Global Brand Partnerships, Roblox Corporation

We're investing in ads because we want to help you all unlock the full potential on our platform and beyond. So let me show you how this works. First, ads can help you get discovered and grow.

Running ads can bring new players into your game and keep them coming back. In fact, did you know that the five newest experiences to break into our top 20 all started with the help of ads? But that's not all. Ads can also help you earn more. Placing ads in your experiences can help you monetize more of your users. And we want to help you do this thoughtfully alongside subscriptions, in-game purchases, and more. It's a cycle that builds on itself. More players lead to more earnings, lead to more for you to reinvest. And here's the cool part. Once you reach scale, then you can expand, unlocking commerce, licensing opportunities, and of course, direct partnerships. We've invested a lot to make this flow a reality this year, haven't we, Lokman?

Lokman Parampath
VP of Product for Ads and Commerce, Roblox Corporation

Yes, Stephanie, we have. Let's start with how we help you creators grow on our platform.

This year, we upgraded Ads Manager, your tool for running ad campaigns that help you reach and retain more users. We made Ads Manager more intuitive. Just tell us your goal, and our AI will help find players aligned with that goal. We shipped over 40 new improvements to help you get more players at lower cost in less time than ever before. Campaign creation is now much easier and can be done in just three steps. Just put in your goal, your budget, and your creatives, and you're ready to go. The cost to get a player to join your game, or cost per play, is now much lower, 71% lower, thanks to performance improvements under the hood that we have made. This combination gives you more time and money to invest back in building better and greater games.

We love the adoption that we are seeing from the community already this year. Over 45,000 of you have used Ads Manager in 2025 to grow your games. Whether you're finding new players, keeping current ones, or bringing back old ones, we are thrilled to be a part of your success, but we're just getting started. There is a lot more to come.

Stephanie Latham
VP of Global Brand Partnerships, Roblox Corporation

There sure is. Next year, our new Maximized Spend objective will automatically find the players most likely to spend in your game, and soon, we're combining creator analytics with ads reporting so you can see the true impact of ads on your entire experience, and creators, we heard you too, and in the next few months, we're bringing the power of the new Ads Manager to our search ads to ensure that your game is promoted right when a user is looking for something new.

Lokman Parampath
VP of Product for Ads and Commerce, Roblox Corporation

Now that you're growing your game, let's talk about how we can diversify the ways you earn from your game. We are building for a world where you can make meaningful revenue from ads within your game, with full control over how ads sit alongside or as additive to your other monetization tactics, and it's not just the ways you earn, it's also who you earn it from. Whether it's new users, casuals, or top fans of your game, we want to give you the tools that enable you to build the right choices for all users into your game so that you can maximize your earnings. For example, this year, we launched one such format, rewarded video ads. Over 100 experiences are already using them, and the results speak for themselves. The creators of Brookhaven are already earning five figures monthly within two months of starting the program.

As you saw in the video before, creators of other games, such as Easy Glass Bridge, have seen earnings shoot up by more than 40%. Today, we are really excited to share that rewarded video ads will soon be live for tens of thousands of more creators to use as an additional way to earn on Roblox. Now, we are also invested in giving you more controls, more functionality, and more reporting so you can better manage your ads and earnings. This will make it easier for you to find what works with your ad campaigns for your game and your community so that you can continue to expand your game.

Stephanie Latham
VP of Global Brand Partnerships, Roblox Corporation

Many great innovations. We know and we love that this crew isn't just making great games. You're building and creating the future of entertainment.

As Dave mentioned earlier, when you pair up with brands, real magic can happen. And this year continued to prove it. We enabled commerce, our APIs, so creators can now sell their own products on Roblox. Love your hoodie, Lokman.

Lokman Parampath
VP of Product for Ads and Commerce, Roblox Corporation

Thank you. Shout out to creators of Sonaria, where I got it from.

Stephanie Latham
VP of Global Brand Partnerships, Roblox Corporation

And we brought this to brands too. Fenty launched an exclusive lip gloss on Roblox. And we didn't stop there. We had Travis Kelce running routes in Grow a Garden. And we brought Jurassic World and their dinosaurs to the homepage of Roblox.

Lokman Parampath
VP of Product for Ads and Commerce, Roblox Corporation

Woo!

Stephanie Latham
VP of Global Brand Partnerships, Roblox Corporation

And just the other weekend, we had Lady Gaga bring Mayhem to the platform.

Lokman Parampath
VP of Product for Ads and Commerce, Roblox Corporation

Yay!

Stephanie Latham
VP of Global Brand Partnerships, Roblox Corporation

Culture is happening on Roblox, and you're the ones making it. So we're excited to keep building the tools that help you create this win, win, win, and keep building the future with you.

We hope you'll join us tomorrow to learn more at the Science of Game Discovery and Mastering Monetization Breakout Sessions. Thank you.

Lokman Parampath
VP of Product for Ads and Commerce, Roblox Corporation

Thank you, everybody.

Operator

Please welcome Chief Marketing Officer and Head of Market Expansion, Jerret West.

Jerret West
CMO and Head of Market Expansion, Roblox Corporation

RDC 2025, let's go. How's everybody doing this morning? Give me a little bit of juice. I need to level up here. Oh, it's amazing to see you all. Thanks for being here and, man, I love this conference. I love walking around like at the happy hour last night and I was thinking about why that is, why this place is so special and it's because when I look out at everyone out here, I see an idea. I see an idea that you believed in so passionately that you decided to turn it into a creation. And you decided to put that creation on Roblox, for which we are incredibly grateful.

That's incredibly rare in the entertainment space to have that kind of passion fuel a platform. And then I think about a little bit further, and you made an incredibly smart financial decision as well. Roblox is a platform. This platform has been growing at about 8x faster than the video game industry. And it's been that way for quite some time. So I asked myself, how is it? Why is that the case? And I keep coming back to one specific thing. Out of all the platforms that are out there in the entertainment space, I just don't think there is a single one that is as closely connected to the creator community as the Roblox platform is. Our growth is connected. We scale together. The platform supports your creations and ideas, and your creations make Roblox better for everybody that's playing out there. It's a wonderful virtuous cycle.

So I'm going to spend the next couple of minutes talking purely about things where we can enjoy mutual success, where we can grow together and share some ideas on how we could do that. You know, Roblox initially started as a U.S.-centric product, obviously. It's grown to the exact opposite. 80% of our daily active users are playing from outside of the United States at this point. So it's incredibly important for us to figure out how we break down those barriers together, one of which is language. And our vision here is for language translation, automatic translation, to occur in real time across voice, text, and image. In order for us to get there, we need you to participate. And we're off to a really good start. About 85% of our top experiences today are using automatic translation. This is one of those things.

When you're creating something new, hit the toggle in the Creator Hub and turn that on. If you've got a long-tail game that's not sitting in that top 100, hit the toggle in the Creator Hub and turn those games on because that long tail helps us get there faster. With the way that we are scaling and growing right now around the world, automatic translation and that notion of seamless communication, no matter what language you are speaking, is more important than ever. So let's start there with automatic translation. The other part of this is making affordability accessible to everyone everywhere. And again, this is rooted in our origins of being a U.S.-centric product. Oftentimes, that would establish the global pricing. That reference pricing isn't great for a lot of places around the world. So it's imperative for us to be able to come up with regional pricing.

We've got an option here to do that, and it automatically, in real time, gives you pricing preferences or suggestions that you can take or leave for anywhere around the world. All you have to do is turn this on in the Creator Hub as well, and the vision here is to make great gameplay accessible for everyone around the world, no matter where you are or where you're playing from. Okay, so the third piece here is just talking about the 138,000 servers that are online and ready to roll right now. They have specifically been built for moments like August 23rd, when 45 million players showed up at the exact same time to play a couple of games. Shout out to the infrastructure team for standing that up.

I'm not sure that would have been the case five years ago, but it does just kind of indicate the astounding progress that we've made on the infrastructure side. Pretty incredible. Now is the point where we get to give them a heart attack because the call to action here is for you to do more of those, bigger. We need them. We need them to fuel our conversations. And there's one big reason why. Think about this as a marketer. Those are the moments that lock in core memories for all of our players around the world. Those are the things that they talk about. Those are the things that become things that are talked about across the internet. And we need to turn that into cultural fuel.

In turn, we also need to have the infrastructure to be able to amplify all of those ideas and creations for you. That's why we've spent the better part of the year focusing on building out the Roblox marketing engine, and simply put, this is really all of the infrastructure or areas where we can do our best work to amplify all of your stories and turn your creations into those cultural moments. We started the basics with social media, so we focused a lot on increasing engagement and increasing our follower count around the world. We're up to 48 million followers on our handles. That drives about 70 million impressions and 4 million engagements a month for you all, specifically focused on boosting your content, boosting your game handles, or bringing new players into the Roblox platform, so making tremendous progress here.

We are roadmapped out to get to 100 million followers. We need your help in doing that. We need that cross-talk across your handles and you sharing with us what content is going to be big so we can turn them into great stories on social media. Perhaps the inverse of this is thinking about these long-form stories. There are many times where we need to talk about elements of the Roblox platform and ideas shaping that platform. But more importantly, we've got moments where we want to share your creator stories. It's amazing to talk to you all one-on-one. We want to take those opportunities and turn them into podcast moments where we tell a little bit more of a creator story and we tell a little bit more of a content story. Today, we've got 3 million listeners already on our Roblox podcast network.

We're going to be adding a whole bunch of new formats, and we're going to be reaching out to you all to help us tell those stories in the coming months. All right, another part of this engine has been about building the top of the funnel. We are up to about 420,000 retail locations in 45 countries with Roblox pegs. It's been a tremendous amount of work to build out that experience and presence. And in addition to that, we've also built out a relationship with all of our digital platforms, store platforms around the world. That's reaching about 2 billion impressions a month as well. So the next couple of months is going to be about building the clock speed of turning and chasing heat around the content that you all are generating.

So look out for us to be able to pull those ideas and experiences into our retail and also into our digital store platforms. Another area that I want to tell you about, and this is one that you can literally walk out those doors if you're interested and visit the advertising creators booth. We have a strategy around paid ads. You just heard a lot about our advertising technology and brand and advertisers technology. That has created for us an amazing targeting technology, an amazing ad tech stack, and this great, great data store around how people are behaving on Roblox. What we want to do is enable that so you can build out paid media programs and media plans that run targeted external ads for your games. So we'd like to drive on and off-platform new users to your experiences using the same advertising technology.

Like I said, if you're interested in that, go hit the advertising for creators booth. They'll be able to tell you all about it. All right, last part of the engine here is probably the most important. And I want to recognize a lot of the people whose names or handles are on the slide here. They're in the room with us today. But these are our influencers, and we're lucky to have an incredible community of influencers. Some of you have been with us for years, and your creativity continues to shape Roblox. So thanks for the content you're creating, the energy you bring, and in many instances, the feedback that you share. You've been a vital part of Roblox success, and I hope that influencer and creator have an opportunity to meet increasingly at events like this.

Just to underscore how much reach and cultural relevance this drives for us, and again, I'll emphasize the fact that most of these videos that we're talking about, the video views here, are really talking about your experiences and content. We crossed over the 1 trillion video view threshold on YouTube. You can count on two hands the number of brands that have reached that threshold. And we're accelerating about 1.2 billion video views a day on YouTube and TikTok currently. Talking with our partners over at TikTok, they've told us that about 20% share of voice. One in five videos on TikTok this summer have been Roblox conversations, mostly about your experiences and content. So exciting stuff. We've got an apparatus here to amplify your stories. And that's really what we have built this for. And we amplify the engine by building really fun fuel for it.

I'm going to share a couple of things that we've observed that drive big conversation that you all can hopefully draft off of on your handles, or you can partner with us to build out even bigger. One is nostalgia. Roblox is 19 years old. We've got a big one coming up 20 years next year. But 19 years old, man, that's nearly two decades of memories, inside jokes. I mean, it's no longer a platform. It's a part of our lived experience, part of our story. I'll use one example for this, and that's when we brought back the oof sound. Oof. It's almost primal for a lot of our users, our players. 95 million views on Instagram and TikTok for oof. Same thing for Cheezburger. We had to cut one. I went with oof.

Meme generation is another area where you can explore and think about a little bit further. Don't be afraid here. It has to be authentic. It has to be super timely. But if you pull it off, bringing in real life or digital memes into the Roblox world and vice versa, super powerful. We're an entertainment platform. This is where you have a little bit more license than a traditional brand or a traditional experience to play with. Take for example, Aura Farming Kid. Yes, I'm not sure why he's Canadian Rockies lumberjack in that video, but 22 million views on TikTok and Instagram. So trends can start anywhere, but you can ride them with creative here and timely updates. The most important piece here, though, is your creator updates. Can't emphasize this enough. Have a point with your creator updates. Have a pitch angle. Have a hook.

Have something that brings it back to life. Work with us so we can amplify those things, and you'll get real magic to continue to extend the life. Example being Style Showdown. That was March. This beta dropped, fresh format, daily play, good hook angle. If you ship a great update, we'll help turn it into a cultural catalyst like this, and we want to create more of these moments that we can flywheel and keep the life cycle of your experience going beyond just launch month. All right, let's flip the page and talk a little bit more about how we are leveraging huge events, how we are creating them, because we're going to be expanding our playbook in this space as well. We've got some classics here with our Live Ops events, right, so far this year, we've run two events.

One was The Hunt: Mega Edition, which was wildly successful, super fun, right? And The Haunt. That happened. And I'll tell you what, though, collectively across the both, they've both achieved what they were meant to do. 346 million hub views across the two, 87 million players participating, doing a great job of engaging, helping people with discovery and drive people to your experiences, even if they're under-recognized out of the gate. But I've got something here for you that I want to tell you about, and that's our third event. It's a brand new concept called The Takeover. And it is a co-op competition in a brand new place called Tag Town.

You're going to have the ability to bring and build crews, and you defend a neighborhood against other crews that are built and doing everything that they can to build a bigger network of neighborhoods, if you will. This is an incredibly unique art concept, as you can see. It launches on September 12th, so mark your calendars. I'm really excited about this one because I think it's going to add to our Live Ops roster. This is going to be a really, really fun one. All right, so like I mentioned, it's co-opetition. This is one that brings people together around that co-op gameplay and competitive spirit. We're also expanding our roster around things that merge the joy of immersive play on the Roblox platform. Of course, I'm talking about music here and concerts.

Sofi Tukker, Laufey, KPop Demon Hunters all have been on our platform within the past month, and now we're leveling up and creating an experience called The Block. It's our new persistent event space, and we're partnering with creators across the community to bring these exciting events to life, so we've got one coming up on Saturday, tomorrow. BSlick's going to be performing in real life at The RIA afterpart, and then he's going to be in The Block performing for our Roblox users that aren't going to be like us at The RIA . In addition to that, next week we have aespa coming to The Block. Yeah, they're going to be showcasing their virtual item collaborations with four creators, and this is really just the beginning. We're going to be bringing more artists and more events to The Block in the coming months, so really excited about that.

Lastly here, we can't forget about the finale for The Hunt: Mega Edition. Man, that really lit the way for something that we think we can take advantage of in 2026 and lean into, and that's esports and competitive gameplay. As you saw, our engine is growing by leaps and bounds. It looks incredible, and we're going to lean into esports, so stay tuned for this. Start thinking about leaderboards, tournaments, and game modes right now for your games because we're going to be looking a little bit harder at this. All right, so that's my time, and I want to say we want to be your biggest champion. We're here to spotlight your creations and help them shine across the world.

And if I say one more thing about RDC, I just want to encourage you all to do everything you can to step back over the next 48 hours and look around. You are building with friends, sometimes family. You are building something that you're passionate about. We're in a space that's growing exponentially. It makes me think of that classic quote from that old sage, Andy Bernard in The Office, saying, "I wish I could look and have the ability to see the good old days while I'm living them," because that's really what you all are in right now, and I hope you take advantage of it. I look forward to meeting you over the next couple of days and have a fantastic RDC.

Operator

Please welcome back David Baszucki.

David Baszucki
CEO, Roblox Corporation

Okay. All right, it's almost lunchtime. A couple of caveats.

This afternoon is even more technical, more engineering, more product, and more scale than you saw this morning. So stay tuned. We have a huge afternoon lined up for you. For those of you at your first RDC, tradition time. Every year we've been doing top 10 predictions. We've already done one cycle. We're going to do another cycle. So let's do what we do every year. Let's bring up the predictions we made last year, and I'll give you an update. First prediction. Fortune 500 company will use a Roblox experience as part of a recruiting process. Well, I will highlight that we're using Roblox as part of our recruiting process. Now, I know there's a lot of investors in the audience, so we don't want to make any forward-looking statements, but I'm very optimistic about this one, and it might be Roblox.

Next up, a school will integrate a full K-12 curriculum. For those of you that are watching, we introduced a full educational discovery sort. People making educational experiences are getting more and more visibility. I'm still super optimistic about this one. The next one. Let's up this to 18 plus. Okay, so this one's controversial, but here's what I want to share with you. We've seen mail system. We've seen text system. We've seen voice system. We've seen video system. 3D immersion is inevitable. It's going to be a communication platform, and I'll flip this in reverse. We see this as a corporate responsibility to usher this technology in with safety and civility. So with 18 plus, ID verified people on our platform, we are optimistic about this. Next one. Roblox employees, more time using Roblox for meetings than with video. It's early.

I still think we can do this one, so I'm going to keep a thumbs up on that one. Next one, so I'm pretty optimistic this is already happening, and we're going to go and measure this. I talked to a lot of parents with the nudges, with our safety and civility systems. I actually had a Roblox employee come to me whose young child, I think, was saying not bad stuff, just edgy stuff, and for some reason, they got a one-day ban, and it created a discussion, so very optimistic that when we measure this, we'll be increasing the civility of people, so I'm thumbs up on that one. Number five. Let's take a look. Already happening. We already have creators, so this one should actually be done. Let's go. Oh, updated slide. Cool. Roblox will be a frequent communication channel for my family. I'm hoping we'll see.

Okay, my kids are a little like, you know, they've seen a lot of Roblox over 20 years, so this one we'll hope on. So I'm going to kind of put a little warning on that one. Number three. So go out in the lobby. I think it's already clear. Roblox is going to be a place for fashion design. I'm very optimistic. I'm hoping with some of the things we've seen with fashion on Roblox, it's really only early, so thumbs up there. Number two. Absolutely. We're talking to people right now building large festivals. We all know we need 3D simulcast technology, and when we have that, we'll be able to go live out to millions. And the concurrency numbers of this actually look pretty small now, right? One million. Like that's small potatoes now.

And then finally, for those of you that track M&A, for those of you that track the value of studios, for those of you that track the value of Roblox and what we're trying to do, I absolutely believe we're going to see a billion-dollar studio by the time we finish this five years. So thank you all. Really appreciate it. We have a huge afternoon this afternoon, and really appreciate your creativity. Thank you.

Operator

Please enjoy lunch. We'll see you back here for the creator keynote. Please welcome Roblox Senior Vice President of Engineering, Nick Tornow.

Nick Tornow
SVP of Engineering, Roblox Corporation

Hello, RDC. It's so great to be back here with all of you. My name is Nick Tornow, and I lead our Creator and Engine groups here at Roblox. And I tell you all year, every year, this is the event I look forward to the most.

And I know what you're thinking, but no, it's not because of the swag. Though the swag is very good, it's because the energy, the collaboration, and the pure creativity in this room is higher than anywhere else on the planet. This is what is happening, and it's this which fuels everything we do at Roblox. So welcome to the Roblox Developer Conference. This is our time to connect, to learn, and to celebrate everything you all have accomplished over the last year. It's going to be an incredible couple of days. Now, we have a lot of exciting announcements to share with you. We're going to geek out a little bit. But before we look forward, I want to take a moment to look back at everything we've accomplished together over the last 12 months. Because what a year it's been.

The last 12 months have been a year of explosive growth, and it's been driven by your creativity and your dedication. Let's consider our platform growth. Our global community is more engaged than ever before. And we recently hit a new milestone of 111.8 million daily active users across the platform, which is a growth rate of over 41% year over year. Now, when numbers get this big, sometimes it's helpful to try to put them in perspective by comparing to something else. And I want to call out the most recent Super Bowl had 127 million viewers. So this past quarter, together, we averaged approximately a Super Bowl on Roblox every single day. Yeah. It's incredible. And these users are diving deeper and deeper into your experiences than ever before. Now, there's a lot of ways to look at this.

One way to see that is in the last year, we've seen more than 390 billion visits to experiences. Now, this is up 41% year over year. If you do the math, this represents about 12,000 visits per second, which, as I understand it, is about the rate at which people all over the Earth enjoy Coca-Cola beverages. It's also, incidentally, approximately the rate at which Roblox creators ask for massive map support from our engine. Now, another way to look at this is in the last quarter, players spent a whopping 27.4 billion hours in your experiences. This is a 58% increase year over year. It represents an average concurrent count of about 12 million users. Now, if you recall earlier from David's opening keynote, this is about where we were at the beginning of the year.

This was about the peak Roblox had ever achieved at the beginning of the year. We're actually at about 11 million. So what was our peak at the beginning of the year is now our average for the last quarter. So users are playing more. They're exploring more, and they're staying longer. Now, all of this is due to your hard work. You've been so productive this last year keeping content fresh and keeping users engaged. We see this everywhere we look. But just one example is that every day, 26% of the top 1,000 experiences are updated or published. And you've been busy building on each other's work. We see this with the Creator Store. You've inserted more than 1.2 billion models into your experiences, and you've installed more than 500,000 plugins since the last RDC.

I want to give a big shout-out to all of our plugin creators out there for accelerating creation across the entire community. Thank you. All right. Now, as the platform expands, so do the earning opportunities for all creators. Earlier, David shared that creators over the last year have earned over $1 billion. Our creator ecosystem includes many hobbyists. And of the millions of creators monetizing on Roblox, over 29,000 are part of our DevEx program, with the median creator earning $1,440. But looking a little deeper at those numbers, in the last 12 months, the average revenue for a top 1,000 developer was $980,000, so nearly a million dollars. For a top 100 developer, that average was $7 million. And for a top 10 developer, the average was $38.5 million. Now, these numbers sort of speak for themselves, but I want to call particular attention.

While we see growth across the board, and you can see the growth numbers up on the screen, we see a growth rate for the top 1,000 of 2.9x over the last five years, which is higher than the growth rate of 2.8x for the top 100 and higher than the growth rate of 2.2 for the top 10. This means we're becoming a broader and deeper platform. And this is a trend we plan to continue. Building further on this, we also launched Creator Awards earlier this summer. And it's early days, but we now have more creators earning for engagement than ever before. And here's just a couple of stats. We're seeing an increase of 171% in the number of creators earning with Creator Rewards relative to the prior engagement-based payout system.

On top of this, we're seeing of those creators who are earning more than five Robux through the EBP program, 73% of them are earning more with the Creator Rewards program. So more creators are earning, and all the creators are also earning more. So this broad-based growth is what we like to see. More and more people are able to build thriving businesses on this platform. Now, underlying this strength are stable experiences continuing to drive growth. And here's another amazing stat. There are over 160 experiences on Roblox that have reached the 1 billion visits milestone. Now, in this past year, 50 new experiences have joined this exclusive club, which is a growth rate increase of more than 50% relative to the prior year. But here's another thing to be very excited about.

Beyond this core strength of stable experiences, which we know and love, this is not a static platform. In fact, it's a platform that is increasingly dynamic, and it increasingly powers breakout hits. If we look just at experiences created in the last year, we see more than 2,000 of them have already hit 5 million visits. We see more than 1,000 of them have already hit 10 million visits. And amazingly, we see that 60 of them have already hit 100 million visits. This is within one year of that experience ID being set. So this means there is not a fixed set of leaders on this platform. New entrants have explosive growth potential. There's more experiences bursting onto the scene, but also core strength in established content, which is really the best of both worlds. Now, each time a new hit experience comes onto the platform, Roblox grows.

And as the platform grows, this helps everyone else. We know this because the average user on Roblox plays 21 experiences per month. So players new to the platform might join for one experience, but they stay around to play many other experiences, benefiting the community as a whole. You can think of Roblox like a big tent, where each breakthrough experience adds a new tent pole, raising the canopy and inviting more users and creators to come in. And we're just getting started. You heard this morning about our audacious goal to become 10% of the global gaming market. Now, to get there, new tent pole experiences will emerge. New genres will emerge. And new genres push the boundaries of technology and game design, redefining our platform, and breakthroughs ripple across the ecosystem. So let's take a look at how things are going at the genre level.

For this next section, I'd like to invite Greg Hartrell, our Product Lead for Creator Content, to the stage. Welcome, Greg.

Greg Hartrell
Senior Director for Product of Creator Content and Services, Roblox Corporation

Thank you, Nick. All right. I think we'll start with talking about shooters as a genre. Shooters hours played are up more than 100% year over year. Top shooters like Rivals and Gunfight Arena deliver the joy of a precision shot to secure the win. But they've done this by building their own server-side hit registration systems. They've optimized their game's performance to perform well on a Roblox game engine and made these games playable on more devices supporting different input types to reach a wider audience.

Nick Tornow
SVP of Engineering, Roblox Corporation

Now, I love these two, but I feel like I've seen some new ones break through recently as well.

Greg Hartrell
Senior Director for Product of Creator Content and Services, Roblox Corporation

It's absolutely true. So it's worth calling out Weird Gun Game.

It's subverted this genre in really unique ways, building a part-by-part crafting system where you can assemble almost any kind of weapon. It's a pretty compelling game loop. You build any kind of weapon you want. You jump into a match to test it, and then you get to see if your kind of brand of weird wins.

Nick Tornow
SVP of Engineering, Roblox Corporation

So I've really wondered, Greg, and maybe you can help me out, are these weird guns actually effective?

Greg Hartrell
Senior Director for Product of Creator Content and Services, Roblox Corporation

Well, sometimes weirdness is a strategy. I made a gun, for example, when you shot, that made a loud honking sound every time you shot.

Nick Tornow
SVP of Engineering, Roblox Corporation

A honk. Yeah, so how does that help?

Greg Hartrell
Senior Director for Product of Creator Content and Services, Roblox Corporation

It's actually not very helpful . Turns out that your enemies know where you are all the time. But when you do this, your opponents know that they're getting killed by somebody with a honking weapon, and that's a psychological victory.

Nick Tornow
SVP of Engineering, Roblox Corporation

I see. It's very deep. I have many questions, but I think we need to move on.

Greg Hartrell
Senior Director for Product of Creator Content and Services, Roblox Corporation

OK.

Nick Tornow
SVP of Engineering, Roblox Corporation

How are some of our more traditional genres doing?

Greg Hartrell
Senior Director for Product of Creator Content and Services, Roblox Corporation

We've got some really impressive growth in simulation, for example, in the last year. The genre evolved with the explosive growth of Grow a Garden and Steal a Brainrot. They've smashed concurrency records in their own ways, but they've each done some interesting ways of reaching new heights, adding mechanics that encourage and reward compound social expression, and executing on these epic live events, such as the Admin Wars that we saw only a couple of weeks ago. I have to confess, I don't know what Torrtuginni Dragonfrutini is, but it makes me hungry.

Nick Tornow
SVP of Engineering, Roblox Corporation

Don't eat the memes.

Greg Hartrell
Senior Director for Product of Creator Content and Services, Roblox Corporation

Really? Fruit's in the name, Nick. It's edible. OK, but if we're talking about food, we are talking about another genre.

We're talking about survival, and this is where we've seen survival explode, and we saw the gripping and strategic challenges of 99 Nights in the Forest , pushing the genre forward. Very impressive. It innovates by seamlessly innovating with survival crafting, a little bit of tower defense, some open-world exploration, and it features procedural map generation and AI pathfinding and behaviors for its NPCs, not to mention the struggle with a demonic deer with boundary issues.

Nick Tornow
SVP of Engineering, Roblox Corporation

Yeah, I know all about deer struggles. We have one that comes into our yard and eats our flowers. Then it goes to our window and just kind of stares at us.

Greg Hartrell
Senior Director for Product of Creator Content and Services, Roblox Corporation

That sounds kind of terrifying, Nick. Maybe the deer's looking at its reflection?

Nick Tornow
SVP of Engineering, Roblox Corporation

No, I'm pretty sure it's the psychological victory thing you were just talking about.

Greg Hartrell
Senior Director for Product of Creator Content and Services, Roblox Corporation

We got a fear of the deer, Nick. Fear of the deer.

Nick Tornow
SVP of Engineering, Roblox Corporation

All right.

Let's shift our focus to our roadmap. Our partnership with you all is built on trust, and trust is built on transparency.

Greg Hartrell
Senior Director for Product of Creator Content and Services, Roblox Corporation

Right now, we're going to do a live retrospective of our Creator Roadmap. We need to look at what we said we would do and what we actually did. We're here today to hold ourselves to account.

Nick Tornow
SVP of Engineering, Roblox Corporation

So we launched our Creator Roadmap in 2023, and we update it every quarter to give you visibility and build confidence that we're doing the right things for everyone in this community. And since our last RDC, we've shipped more than 102 items on our roadmap. But the details are an important part of showing what kind of job we're doing. So let's take a look. Here's our report card, wins and misses altogether.

While it's great to get 102 items out to the community, let's focus on a couple of stats.

Greg Hartrell
Senior Director for Product of Creator Content and Services, Roblox Corporation

First, let's look at our on-time delivery rate, which is 53% in this last year. That's down from 59% the year prior. The on-time delivery rate was impacted. We had a strategic shift in mid-year into what we call engineering excellence. This is higher quality, more stable code everywhere. This focus did yield critical wins for us. We now sit on significant increases in studio stability and, of course, the record-breaking platform concurrency we've all seen. But this quality bar does mean that we've had to delay releases. An example of this was last week's glTF export, where we needed to spend more time making it more reliable, ensuring compatibility with a lot of our back-end systems, and we just firmly believe that this is our way going forward.

Prioritizing stability is one of the best ways we think we can respect this community.

Nick Tornow
SVP of Engineering, Roblox Corporation

Yeah, another observation. It looks like we delayed about 31% of the items on our roadmap versus 25% last year.

Greg Hartrell
Senior Director for Product of Creator Content and Services, Roblox Corporation

Yeah, that's right, and look, we just have to apologize for that. There's an enormous number of opportunities everywhere, and new things, as you can imagine, are emerging as we grow, and that said, this coming year, we really need to focus on doing fewer things with higher consistency, and we're always going to prefer to deliver higher quality features instead of rushing them and giving you all transparency along the way.

Nick Tornow
SVP of Engineering, Roblox Corporation

so that's right. We're going to keep iterating. Please continue to provide feedback on what you see us doing and what you see us not doing, and we'll continuously work to improve. All right. That's enough review.

Let's get on to the good stuff, starting with our vision to enable the creation of anything, anywhere, by anyone. We're well on our way, and our strategy forward rests on four pillars. Number one, we're committed to providing a stable, high-performance, universally accessible foundation for all of our creators and our users. Number two, creator productivity. We're enhancing your efficiency with superior tools for avatars, animation, seamless iteration, and asset management. Number three, we're going to provide you with better tools and insights to grow. We're giving you data and AI-powered tools to make more informed decisions, iterate effectively in production, and reach a global audience. And number four, a powerful engine. We have an amazing engine, and we are evolving it to support more complex and expressive content at a massive scale, unlocking the next generation of experiences.

Together, these pillars will make this platform, which is already the most powerful and flexible platform to create on, even better. And we have tons of great updates on each one. I'm excited to show you what we're building, starting with inviting up Josh Anon and Taylor Russ to talk about our rock-solid platform.

Josh Anon
Product Management Leader, Roblox Corporation

Hi, I'm Josh Anon, a product manager on the engine team.

Taylor Russ
Software Engineering Leader, Roblox Corporation

And I'm Taylor, an engineering lead on the engine team.

Josh Anon
Product Management Leader, Roblox Corporation

One of Roblox's unique value propositions is that you write your experience once, and we make sure it runs well on millions of devices worldwide, from high-end gaming PCs to low-end budget phones. This lets you spend your time creating instead of thinking about things like GPU drivers. Now, there's a lot that goes into delivering this. Let's look at how we're doing. First, stability. Stability means not crashing. Our goal is to never crash.

In the past year, we have significantly improved our stability. We're seeing a 66% improvement in playtime per crash for iOS users. Android users have seen a 26% improvement. One of the key ways we're doing this is by continuing to invest in how we manage memory. In the past year, we've built an entirely new memory management system internally that's rolled out almost everywhere globally. Now, what's extra impressive is that this system takes experiences that used to be unplayable and crash immediately on low-end devices, and it makes them very stable and playable, like you see in this video. On Android alone, based on some of our early testing, we think the system could deliver an additional 356 million hours of annualized playtime. That's a pretty big deal, and you all get it transparently for free. Stability doesn't just matter when you're playing. It matters when you're building.

We've been spending a lot of time working on studio stability as well. Since last year, we've improved studio hours per failure by 90%. Hopefully, some of you notice the difference. Good. A couple of you.

Taylor Russ
Software Engineering Leader, Roblox Corporation

Stability goes hand in hand with raw performance, and we're seeing great strides here too. Our goal is to build systems where you fall into a pit of success, and we take care of performance for you, ensuring your content runs fast everywhere. We're seeing some incredible improvements with our cloud-based LOD system that Dave talked about during the keynote, and we'll go into more detail when we discuss the future of the engine, but we wanted to highlight two other improvements to share with you all. We continue to comb through our code and work on perf and push on it wherever we can.

As we worked on the new LOD system, we found that mesh loading was capped per frame. We uncapped it. We saw crazy gains in performance, especially on higher-end machines. In many experiences, we saw load times cut in half or more. You all received the improvement automatically without having to republish. Performance isn't just about the client. We pay close attention to our server frame rate as well, and we call this heartbeat. We target ensuring that our servers run at 60 hertz globally. Late last year, we started looking closely at the deep internals of how our engine interacts with the Linux kernel the server runs with. We found an opportunity with virtual memory to physical memory mapping to use something called transparent huge pages, and that improves that mapping efficiency. We deployed THP over the course of a month, and it had a huge impact.

You can see the impact in this chart, where in one day we went from a P05 heartbeat below 45 to regularly above 50. And for our P05 users, we're not consistently hitting 60 hertz yet. We still have work to do, but this is big progress. And of course, this all happened transparently. You did nothing. Roblox got faster, and all your experiences benefited.

Josh Anon
Product Management Leader, Roblox Corporation

Next up, platform reliability. On Roblox, we take care of the server's stuff for you. This year, as we've broken industry records, we've had teams working harder than ever to make sure our servers are reliable and that you can focus on growing record-setting content, not managing services. Since last year, we've continued to improve the uptime of Roblox itself. Our uptime was 99.972%. Our improvement saved over 12 million engagement hours. We'll keep pushing to four nines and then five nines.

We operate data centers around the world, including our new Brazil data center. Internally, we forecast growth in supply and demand and make sure we can deliver enough compute. But recently, we've seen record concurrent users, which required more compute power than we had in our entire global grid. I call this our holy moly chart. We actually had a weekend earlier this year where we ran out of compute for a few minutes. Rather than throwing up an error saying Roblox is full and stopping people from playing, we worked around the clock so that within a few weeks, we could use third-party cloud services to run our servers too so that we wouldn't run out of capacity again. From your perspective, things just work invisibly. Roblox could handle record-setting demands no problem.

A few weeks ago, we had over 45 million concurrent players, which this investment let us handle. I don't think anybody else could do that. It's pretty cool.

Taylor Russ
Software Engineering Leader, Roblox Corporation

That's for our infrastructure team. Finally, let's talk about friction. Let's start with everyone's favorite source of friction, bugs. We've made addressing your DevForum issues a company-wide priority. Since January, we've closed more than 4,100 bugs, which is about twice as many as we had closed last year by this time. There's still three months left in the year. A major source of friction for players isn't just bugs, though. It's cheating. People who cheat make playing together less fun. We are making it our mission to end cheating on Roblox. A few years ago, we took a step forward in Windows with Hyperion anti-cheat technology, and we're continuing to improve that technology.

This year, we're focused on Android as well. But we've also made a major change in how we handle cheating on the platform. Historically, whenever we detected a cheater, we'd make a note and run a periodic manual ban wave. Now we have an automated system that runs 24/7 so that if we detect cheating, you'll automatically receive progressive consequences going from a warning all the way to a permanent ban. Our goal is to reform people and get them playing fairly, which is why we have these progressive actions. Hopefully, everyone here has only felt the benefits and not experienced any of those consequences. Since April, we've seen an 84% reduction in playtime exposure to cheaters thanks to this system. We'll continue to invest in securing Roblox by both securing Roblox itself and by giving you tools like Server Authority. Come to the Competitive Games Breakout Talk tomorrow.

We're proud of results that we've achieved this year, and we hope that you appreciate them. We look forward to sharing more with you next year. We're going to hand it off to Oren and Eric next to talk to you about creator productivity.

Eric Yip
Director of Engineering, Roblox Corporation

Hi, I'm Eric Yip, Engineering Lead for Roblox Studio. Today, we're thrilled to share with you our latest update to boost your productivity.

Oren Jacob
Senior Director for Roblox Avatars, Roblox Corporation

Hi, I'm Oren Jacob, Engineering Lead for Avatar. We're powering up you across four areas in our talk today, cutting out busywork so you can innovate faster and helping you scale your team's impact. Let's start with avatars and animation. To improve the quality of avatars with Avatar Auto Setup, back in March, we were running at about a 47% success rate. Today, that's at 90%. This lets you focus on creative intent and bringing your models to life.

You can leave things like rigging, skinning, caging for layered clothing, and partitioning for R15, attach points for accessories, and other stuff to us. Let's roll the video. On the creator side, on the creative side, here is a builder in Blender. You're focusing on your vision, a unique model with custom pants and shirts and hair and shoes. Avatar Auto Setup then takes over. The heavy lifting is done in the background, and the complex conversion process is effortless. There you have it. As you cycle through the results, you can preview them immediately, a full Roblox-ready avatar. Come by the studio booth to check out the latest and see Avatar Auto Setup for yourself. Now, let's take a look at animation. We're making big strides in avatar animation technology today, introducing the adaptive animation format.

This supports retargeting of animations across all types of humanoid rigs, from R6 to R15 to complex custom bone-based characters across the board. You can author and preserve contact-rich interactions across scenes and across characters. With the adaptive animation format, animations can be created once, and they'll run on all avatars that Roblox supports today and that Roblox will support tomorrow. Yeah, there we go. Today, animation blending is rather limited. It takes about 1,000 lines of Lua scripting and a Lua scripter to make it all work. Let's roll the video. Soon, we'll be releasing the animation graph editor, an API, and studio tooling that will enable next-level character animation quality and scripting, making scripting optional to deliver on that. So studio tooling will support both visual compositing and debugging of composed animations as well. Yeah, there we go.

This will allow all animators to create rich, lifelike animations with no code.

Eric Yip
Director of Engineering, Roblox Corporation

All right, let's jump into how Studio is going to work better with your favorite tools. We know many of you prefer your own code editors. This is why last year we released an early preview of SourceSync, and now we're rolling out another update, folder-level syncing. Let's see this in action. Select the data model location that you want to sync from, then a folder that you want to sync it to. And just like that, you can manage your entire code base from your favorite editor, create, rename, and delete scripts, all with Studio perfectly in sync. Yeah. All right. We're excited for this one. So this is coming soon in beta, and it's going to be GA by the end of this year.

All right, we also know that when you're working with tools like Blender, you often need to move your 3D models out of Studio. And historically, you use OBJ for that. But it's limited, right? Single meshes, basic texture, you're looking for more. This is why we've launched glTF exports for the assets that you have permissions for. Now, on the left, the avatar is showing multiple meshes, proper rigging, and skinning intact. And on the right, two helmets. The OBJ looks flat, while the glTF version shows the full PBR details with the look that you intended. This is already launched, so give it a shot. And you can always come by the studio booths to give us any feedback. Now that you've exported it, getting those models back into Studio should be easy. This is why we're introducing Model Reimport in Studio.

So I know the name speaks for itself, but you know what? Let's have a demo. We had a house that we imported from Blender, but we want to add some rocks to it. Now, the Reimport in Studio is just one click, no dialogs. All right, we're going to tweak some of these rock colors. And you know, just for fun, we're going to attach this boat. Back in Blender, we're going to update this wooden dock a little bit. And now I'm going to use a keyboard shortcut for the reimport. And look, everything's intact, including that boat. The magic here, the magic here is that the reimport is non-destructive, meaning your properties and constraints stay intact, keeping you in the creative flow. This is coming soon as a beta, but you can also come by the booth to check it out today.

Oren Jacob
Senior Director for Roblox Avatars, Roblox Corporation

All right, let's get into how to improve and organize your data at scale. More creators are using more assets this year. 50% of top creators by time spent have more than 2,300 assets, and the top five have more than 30,000 assets each, double what we had last year. To help you manage your assets at scale, we launched our beta for our revamped Asset Manager so you can easily find your assets with powerful search, sort, and filtering. You can search all your assets in your user's and groups' accounts with partial or exact matches. You can also find your models by searching using descriptive words as well. Next, to help you organize your assets, we'll be launching user-created folders next year. Over the past year, we rolled out several improvements to asset privacy and our sharing system. Let's go to the video.

You can now share models, images, meshes, and even animations with your connections and your groups. Next, by the end of the year, we're also launching a beta enabling you to make your newly created meshes and images private, helping you control the usage of your assets and prevent asset leaks. Not that that's ever happened to us, awkward. We also heard your feedback that you need better tools to manage different versions of your work. This is why we're revamping the place version history view in Studio. You'll soon be able to mark specific milestones in place version history as you iterate over place versions and be able to easily find and navigate across them. Let's look at the video. So you can leave a note on a version so that you can document important details for yourself or your team.

You can check out who on your team contributed to changes made in each version, and if you need to find a specific version, you can easily search by contributor, text, or date, or filter for published or manually save versions. There we go. These improvements are all coming by the end of the year, and speaking of versioning, we also know that a lack of versioning for assets slows down your iterative workflow and causes too much inventory clutter, so next year, we'll be extending versioning to meshes and images and improving version control for animations as well. Your player data is crucial, and this past year, we launched the Data Stores Manager, a powerful solution for your game tester, ops, and community management teams and members to view and understand exactly how your player data is being stored, so let's go straight to the demo.

Say you launched a coin-collecting mini-game, and you want to see if your game is properly saving your player's coin count. Your game tester can open up the Data Stores Manager, validate the proper data structure, search for themselves, and then play the game and monitor in real time how their player data is being updated. After your game is launched, your ops members can keep track of how large your data store has grown across how many data stores themselves and how many keys. And when your players come to your community manager with issues, perhaps data corruption that led to players losing all their coins, your community manager can easily search for that player, verify their history with versions, and proceed to rectify the scenario right there. In the near future, thank you.

All right, yep, in the near future, we'll be adding deletion workflows as well as many other capabilities. You can come to the Cloud Services booth to chat with the team and learn more about that right after this event.

Eric Yip
Director of Engineering, Roblox Corporation

All right, let's talk about collaboration with your teammate and even with AI on your side. Whether you're working solo or on a team, fast feedback moves projects forward. With Comments in Studio, you can collaborate directly in your workspace. Let's see it in action. For instance, pin an object like this car and leave a comment, have a task for a friend, tag them directly, then quickly filter. When you're done, resolve comments and capture your decisions. This is live today, but we're just getting started. Soon, we're going to be adding support for deep linking so you can get to those comments even faster.

Now, we also know that as your team grows, control becomes critical. This means a need for safer permission and more oversight so we're enhancing creator groups. On the left, we've added experience-level permission so you can grant access to one experience and not your entire portfolio, and on the other side, we've also enhanced the activity tracker for you to audit actions in real time, and coming soon, we're adding support for even more events like revenue payout to help your team scale even faster. We've also been hard at work with Assistant, and today is a big leap. Assistant will soon speak MCP. This is the protocol to let your tools talk to one another. Let's see a demo with Figma. On the left side is a leaderboard that we drew in Figma, and on the right side, Studio is connected to the Figma Dev Mode MCP server.

I've just asked Assistant to import this leaderboard into my place. And there it is, fully built with a working scroll bar. But the magic with Assistant is iteration, so let's spice it up with some emoji icons. See what happens. And there you go. So I want to say that Figma is just one example. Soon, Assistant MCP will connect with the entire ecosystem of MCP servers. So this is coming soon as a beta, but I invite you all to come by the Studio booth today to check this out. And so thank you very much. Next up, I would like to hand it off to Peter Yang and Kyle Spence for tools and insight.

Peter Yang
Product Manager, Roblox Corporation

All right, hey everyone. I'm Peter. I'm a product manager at Creator Success.

Kyle Spence
Engineering Manager, Roblox Corporation

And I'm Kyle, an engineering manager on Creator Services.

Peter Yang
Product Manager, Roblox Corporation

Today, we're excited to show you all the amazing tools and insights we're building to help all of you grow your games faster. Let's start with analytics. We've been shipping nonstop this year, including retention cohorts, insights, external link tracking, and even avatar analytics. Today, I'm proud to share that over 93% of our top 1,000 creators are using analytics every month to make better decisions.

Kyle Spence
Engineering Manager, Roblox Corporation

For the 7% of you that aren't using it, give it a try and let Peter know if there's anything that you can improve.

Peter Yang
Product Manager, Roblox Corporation

Thanks, Kyle.

Kyle Spence
Engineering Manager, Roblox Corporation

There's always room for improvement.

Peter Yang
Product Manager, Roblox Corporation

Now, one of the areas that we're really improving is insights to help you separate the signal from the noise with your metrics. Recently, we shipped new insight reports that highlight the most important metrics and actions for you to focus on.

Kyle Spence
Engineering Manager, Roblox Corporation

We've also updated these reports with player feedback summaries to give you real-time feedback on what players love and want improved about your game.

Peter Yang
Product Manager, Roblox Corporation

and we believe that this combination of metrics and player feedback will give you a more complete picture of the right actions to take to grow your game faster. Now, picture this, Kyle. We just launched a new game, and I got to admit, man, I'm feeling a little bit nervous. I really want to get metrics on player feedback, but I'm worried that our retention KPIs might not be good enough for the discovery algorithm.

Well, Peter, I'm actually not nervous at all, and that's because we're working to launch experience betas later this year to let all of you test and improve your game before it reaches a wider audience. In beta, you control who can play your game.

You might share it on social or in your community, or you might run responsive ads to reach a targeted audience, so Peter, let's focus on improving our game's retention before opening it up for search and discovery.

That sounds like a good plan, and speaking of retention, one of the most powerful ways to engage our players is to use events, and this summer, we added new APIs to let you invite players to your events from inside the experience, and overall, we're just seeing a lot of excitement and many of you using events to build excitement for your games. In fact, every month, we see 4.6 billion event RSVPs on the platform. All right, Kyle. Now, I'm really excited about this next feature. Do you want to talk about it?

Kyle Spence
Engineering Manager, Roblox Corporation

Sure. I'm sure many of you have felt this pain.

You just shipped a new update in your game, and all of a sudden, you start seeing error rates spike and players complaining about issues. Today, your only option to fix this problem is to rush to deploy a new update. And that means kicking all of your players and restarting all of your game servers. With configs, you can wrap every update in a config flag. You now have an on/off switch that will let you disable the new content or feature without having to redeploy or restart your servers.

But that's not all. You can also use configs to update in-game values in real time. I'm not sure if Brad from Adopt Me is in the audience, but for example, let's say Adopt Me wants to update their starter pack. This cracked egg isn't really all that it's cracked up to be.

This royal egg is way more impressive and posh, right? If I want to update my starter pack, all I have to do is wrap it in a starter pack config. Configs are coming later this year, but I'm even more excited about this next feature.

We're also excited to announce experimentation, or A/B testing, to let you test new features in your game as well as your matchmaking configuration. Experiments let you measure with confidence whether that change you made actually improved your metrics. Let's say you want to test a new onboarding dungeon to see if it'll improve retention. You can run an experiment that shows half of your users the new dungeon, while the other half get your current one. A few weeks later, you see that users who received the new onboarding dungeon had over a 37% increase in D1 retention.

Peter, what do you say? Should we ship this?

Peter Yang
Product Manager, Roblox Corporation

Well, you know, Kyle, nothing makes product managers happier than seeing that statistically significant lift, and the only thing that'll make me happier is launching configs and experimentation to all of you later this year, so be sure to join our analytics session tomorrow, where we're going to have real top studios walk through real examples of using analytics and experimentation to grow their games.

Kyle Spence
Engineering Manager, Roblox Corporation

Earlier today, Jerret spoke about some of the impressive growth we're seeing globally in every region, so let's talk about one of the biggest opportunities in growing your games. The international market continues to expand. Just last year, we launched chat translation, and since then, we've done over 400 billion translations.

There are 11 billion translations from the content on the platform, and we've expanded to supporting 17 languages for automatic translation with our newest edition Arabic this year.

Peter Yang
Product Manager, Roblox Corporation

and using our translation and localization features is a no-brainer to reach Roblox's global audience. In fact, in a recent test, we saw that games that had auto translations on saw an average of almost 1% increase in playtime, with over a 4% increase from Chinese, Japanese, and Korean-speaking players who joined the game for the first time. Now, you might think that 1% is a small number, but compounded over weeks and months, that could lead to huge playtime lift for your game, so don't miss this opportunity to make your games accessible to a global audience, and if you have manual translations already, don't worry. We will always prioritize those over your auto translations.

Kyle Spence
Engineering Manager, Roblox Corporation

In Dave's keynote, you saw a live demo showing Dave and Karun interacting with an NPC. Let's dig into the details and show you how you can leverage the new audio, voice, and natural language features in your experiences. First, let's set up an NPC who can dynamically speak audio with the new Text-to-Speech system. First, we set up audio emitter and audio Text-to-Speech instances and then wire them together. Then we choose a voice and set some text to play a speech. There are a bunch of parameters we can play with. Let's mess with the voice and pitch. Hello, there.

4D Avatar
Avatar AI, Roblox Corporation

Hello, there. Hello, there. Hello, there.

Peter Yang
Product Manager, Roblox Corporation

I don't know, Kyle. I think that robot is a little bit too high-pitched, man. I think you got to make it sound more robotic.

Kyle Spence
Engineering Manager, Roblox Corporation

You know what? We can. Let's make this a more robotic-sounding voice.

Let's just add a sound modifier and chain that to our Text-to-Speech and audio emitter. This all uses the existing audio APIs, so you can create the exact voice that you want.

4D Avatar
Avatar AI, Roblox Corporation

Hello, there.

Peter Yang
Product Manager, Roblox Corporation

That sounds a lot better. But how can I talk to this robot as a player?

Kyle Spence
Engineering Manager, Roblox Corporation

Yeah, good idea. Let's also set up using player voice so we can interact with the NPC using the new Speech-to-Text system. We can add audio device input and audio Text-to-Speech instances and wire them together. Let's also add a script that listens to the text change property and add a function to make the robot jump. Using what we made, we can command a robot to jump. Super cool. But he still jumps when we tell him not to. Let's fix this.

While we're at it, let's give the robot a personality so we can more naturally talk to you and command it around, leveraging the text generation APIs. Using the text generation API and some smart prompting, we can make our NPC feel more alive. Let's name it the Builder Bot 5000 and tell it about the apocalyptic world it's in. Peter, when you ask our robot what his name is.

4D Avatar
Avatar AI, Roblox Corporation

Hello, I'm Builder Bot 5000. How can I assist you today?

It's pretty cool. Yeah. OK, let's finally hook up our bot to smartly respond to us and handle voice commands. With some more prompting, now the NPC will try to correctly follow the commands based on anything we say. Now he jumps when I tell him to jump, and he doesn't when I tell him not to.

No need to jump. Let's just hang out.

Peter Yang
Product Manager, Roblox Corporation

OK, but we were talking about translations earlier. So what if I don't speak any English? I only speak German. Can a robot still understand me?

Kyle Spence
Engineering Manager, Roblox Corporation

Yeah, sure. We can make this work. I'm sure your users speak many different languages. To quickly show this in action, let's just add a command to our NPC so it can translate what we can say. We can do this by using the real-time translation Open Cloud API. You just call out the language that your player is in and what language you want the content translated to. So now when we ask our NPC how to say, "Hello, how are you?" in German.

4D Avatar
Avatar AI, Roblox Corporation

The translation for "Hello, how are you?" in German is [Foreign language]

Kyle Spence
Engineering Manager, Roblox Corporation

Close enough. I can ask it questions, give it natural language commands, and the NPC is able to do it all.

We're excited to see everything you all build with these new features. Text-to-Speech is launching soon with the increased limits that you've been asking for, and if you want to use it even more, you'll be able to pay for extended access later this year. Finally, next year, we will launch the ability for you all to create and bring your own voices so you can use that dynamic speech generation the exact way that you want.

Peter Yang
Product Manager, Roblox Corporation

Our Speech-to-Text beta is also launching later this year, and of course, our text generation API is available, and we're always working to improve it to make it more safe and reliable across all content maturity experiences. OK, so that's it for us today, and now I'd like to welcome Varun and George to talk about our powerful engine. Thank you.

Varun Mani
Product Director, Roblox Corporation

Thank you so much, Peter. Hey, everyone.

I'm Varun, and I work on product in Engine,

George ElKoura
Senior Director of Engineering, Roblox Corporation

and I'm George. I'm an engineering lead in Engine, and we're here to give you a quick update on everything we've been working on.

Varun Mani
Product Director, Roblox Corporation

Both Dave and Nick touched on our audacious goal, getting to 10% of the gaming market. The only way we get there is by giving you complete freedom to bring your vision to life.

George ElKoura
Senior Director of Engineering, Roblox Corporation

That's right. Whether it's blocky, photoreal, or something in between, we want to make it all possible. Our job is to make sure you can achieve whatever you'd like.

Varun Mani
Product Director, Roblox Corporation

If we break down what goes into making a great experience, it's about enabling you to build great content, allowing for expressive avatars so your players can viscerally engage with your content, and finally, powerful engine capabilities that bring both of these together.

George ElKoura
Senior Director of Engineering, Roblox Corporation

As we dive into each of these pillars, keep in mind that the Roblox engine makes some promises to both players and creators. These five promises place unique constraints on the engine, requiring innovative solutions even for the simplest of features.

Varun Mani
Product Director, Roblox Corporation

With that, let's dive into our first pillar, giving you the freedom to build great content on Roblox. We're going to start off with individual assets. Now, as Dave mentioned this morning, we are completely revamping how assets are both prepared and rendered on Roblox. Let's start with how we prepare your assets after you upload them.

George ElKoura
Senior Director of Engineering, Roblox Corporation

Meshes and textures are the majority of all the assets you upload. Every day, you collectively upload 1.2 million new meshes and 1.6 million new images on average. Once you've uploaded all those assets, we process them into multiple optimized formats at different levels of detail, perfect for each player's device.

Varun Mani
Product Director, Roblox Corporation

OK, George, let's play a quick game. Let me ask you a question. This is an example of an optimized mesh that we generate today. Can you tell me what this is?

George ElKoura
Senior Director of Engineering, Roblox Corporation

It's a chair, Varun. We covered it in rehearsal.

Varun Mani
Product Director, Roblox Corporation

That's fair. But wouldn't it be great if this actually looked like a chair, though? This optimization used to happen exactly once in studio when you first uploaded the asset, which means we had no way of improving it after the fact.

George ElKoura
Senior Director of Engineering, Roblox Corporation

We've been working on upgrading this entire pipeline so we can continuously improve and optimize these asset representations. These are some of the new results we've been getting with our new improved simplification algorithm. So now your chairs will actually look like chairs at multiple levels of detail.

Varun Mani
Product Director, Roblox Corporation

Finally, George. OK, now let's focus on how we render your assets on players' devices.

This time, let's use textures as an example. Harmony is carefully coordinating things so your players are always getting the best quality experience that their device can support. The colors you're seeing on screen here represent different texture resolutions that are loaded into memory. Now, on the left, you can see that previously the system is naively loading up every single texture representation at the highest quality, even if the GPU might never even need it. And on the right, you can see Harmony is now smartly streaming in exactly the texture representations that it needs. Now, more importantly, it can also stream out the representations it doesn't need. And in the middle, you'll notice that all of this is imperceptible to the player because Harmony is smartly making these decisions based on the importance of each object in your scene.

George ElKoura
Senior Director of Engineering, Roblox Corporation

When the engine uses texture memory more carefully, that means your player gets higher quality exactly where it matters, and you have much more headroom to achieve your creative vision. More importantly, this also eliminates massive memory strikes that usually occur when a game first launches. This is one of the leading causes of crashes on lower-end devices. This is a complex scene from Relieved, one of my favorite showcase experiences on Roblox. Without Harmony, this scene requires loading roughly three times more texture memory than with Harmony.

Varun Mani
Product Director, Roblox Corporation

This new asset pipeline is launching later this year for both meshes and textures, so keep an eye out for announcements in the DevForum.

George ElKoura
Senior Director of Engineering, Roblox Corporation

But wait, that's not all. All this effort to scale down on low-end devices also means that we can scale up on devices that can handle it.

We're very excited to announce that 4K texture rendering is coming to Roblox later this year.

Varun Mani
Product Director, Roblox Corporation

That's a big one, George. That's a big one. OK, now, if you just had incredible mesh assets, and even with 4K textures, you still would not have a very compelling experience like this one over here. Great content is not just about individual assets. You also need the freedom to build more detailed and expansive worlds for those assets to really shine. Let's take a look at some of the areas we've been investing in here to get even more freedom.

George ElKoura
Senior Director of Engineering, Roblox Corporation

First, occlusion culling. Last year, we rolled out automatic occlusion culling so the engine wouldn't waste resources rendering things that you can't even see. For the next iteration, we're expanding the system so it can support terrain, avatars, particles, and everything else that might be in your scene.

Varun Mani
Product Director, Roblox Corporation

Now, speaking of terrain, today our terrain system is still capped in two key ways: scalability and quality. On the scalability front, the largest terrain you can fit in an experience on Roblox today is about four kilometers, or about 16,000 studs on each side. Our eventual goal is to remove that cap. But first, we have to optimize how terrain is stored and represented in the engine. With some of the improvements in the pipeline, we have already been able to push things to 16 kilometers on each side. That's an area more than twice the size of San Francisco running inside Roblox.

George ElKoura
Senior Director of Engineering, Roblox Corporation

And also, as you can see here, on the quality front, we're also improving things. Materials and lighting on terrain are much higher quality, and fine details and shapes on your terrain are more accurately represented.

Varun Mani
Product Director, Roblox Corporation

Now, even with more scalable and higher quality terrain, you still need a way to populate these worlds with a lot more detail. To help with that, we introduced Instance Streaming a few years ago. This allowed devices to dynamically stream in and out parts of your world as necessary. Now, we've seen steady adoption of Instance Streaming , but there were still a few pain points that we needed to address.

George ElKoura
Senior Director of Engineering, Roblox Corporation

Yeah, we heard from you that Instance Streaming did not work well for your experiences all the time because the radius always followed the player. With the recently announced multiple foci streaming, you can now prewarm locations for scenarios like binoculars or when you needed to teleport players to different locations.

Varun Mani
Product Director, Roblox Corporation

Next, while streaming unlocked the ability to showcase massive worlds, it was still miserably hard to author large worlds and test things out in studio.

Here, you can see an early preview of Instance Streaming now enabled in Studio. I can be fully productive in one part of the place without having to load up the entire map. And as I move through the place, I can see the instances stream in and out in the Explorer, as well as around me, allowing me to quickly jump back in and make an edit whenever or wherever I might need to be. This is the same map that Dave showed you this morning. Without this internal build of Instance Streaming working inside Studio, it would have been nearly impossible to build that demo.

George ElKoura
Senior Director of Engineering, Roblox Corporation

Finally, Instance Streaming always traded off visual fidelity for performance for objects that were streamed out. To address this, this morning, we introduced SLIM.

With SLIM, we will now automatically generate a lightweight but high-quality representation of each model that's streamed out, perfect for low-end devices. Let's break down how this works using the same dem o that Dave showed us earlier this morning.

Varun Mani
Product Director, Roblox Corporation

OK, so on the left is the original content as authored. A low-end Android device would immediately crash if it tried to render all of these triangles and instances at once. On the right, you can see the effect SLIM has. Now, the device only needs to render a fraction of the triangles that were originally authored, but the user gets exactly what the creator intended at the highest quality that their device can support.

George ElKoura
Senior Director of Engineering, Roblox Corporation

Yeah, if you've tried Instance Streaming, you might already be aware of models' LODs' limitations when it comes to visual fidelity.

Here's a quick comparison of the same demo running with both Model LOD and with SLIM. For the same scene, SLIM gives you much better visual quality for comparable performance.

Varun Mani
Product Director, Roblox Corporation

I love that scene.

George ElKoura
Senior Director of Engineering, Roblox Corporation

We're excited to announce that Model LOD will be replaced by SLIM later this year. Our vision is to also bring SLIM to studio so we can improve your creation workflows as well. And you can sign up for early access preview of SLIM today at the Engine booth or on the DevForum online.

Varun Mani
Product Director, Roblox Corporation

OK, now let's move on to the second pillar: expressive avatars. As Dave shared earlier today, we are pushing the boundaries of what avatars will look like and how personalized they can be on Roblox. Just like all other content, we want to give everyone on the platform complete freedom to express themselves.

We expect to add increasing avatar complexity in the future, up to and even exceeding the quality that you're seeing here. Now, I know what you guys are thinking. Done naively, this would come with an unacceptable resource tax on you, the creator. The more complexity we add and the more avatars join your experiences at once, it's going to be harder for you to express your vision. Instead, we need to ensure that avatars scale like everything else on the platform, adding negligible and predictable cost to your experiences. To get to this goal, we're investing in three areas.

First, all the Asset Streaming efforts we talked about previously will support skinned avatar meshes and textures as well. Let's take a look at the difference Texture Streaming can make on an avatar. Here, we're going to simulate downloading all of this avatar's textures on a low-bandwidth 128K connection.

On the left, we have current behavior. And on the right, we have Asset Streaming enabled. Ready? This is going to go fast.

Let's go. Three, two, one, go.

George ElKoura
Senior Director of Engineering, Roblox Corporation

OK, with Texture Streaming , avatars are visible much faster and use less bandwidth. Players can feel like themselves almost immediately. And over time, the textures get crisper if their device can support it.

Varun Mani
Product Director, Roblox Corporation

I think the other one just finished. Next. Oh, thank you. Next, avatars in the distance will also be converted into the same lightweight composite models that we showed you earlier. But these SLIM models will also support animations.

George ElKoura
Senior Director of Engineering, Roblox Corporation

It's very cool. Finally, we're targeting specific use cases where avatars cause resource spikes when they have layered clothing on. Here, you can see a test environment with 420 avatars trying to equip a tool at the same time.

This causes a resource spike, which in turn caused the tools to take a long time to equip.

Varun Mani
Product Director, Roblox Corporation

That's no good.

George ElKoura
Senior Director of Engineering, Roblox Corporation

No. So let's take a look at the same scene again with some of the improvements we're working on. Ready? Again.

Varun Mani
Product Director, Roblox Corporation

Three, two, one.

George ElKoura
Senior Director of Engineering, Roblox Corporation

There you go.

Varun Mani
Product Director, Roblox Corporation

There we go.

George ElKoura
Senior Director of Engineering, Roblox Corporation

So now the avatars have their tools equipped much faster. We're launching these improvements later this year.

Varun Mani
Product Director, Roblox Corporation

OK, moving on to personalization now. Technologies like Layered Clothing , Dynamic Heads, accessories, and In-Experience Creation have all unlocked brand new ways for players to express themselves in Roblox. But we're continuing to push the boundaries here as well. We recently announced UGC emotes, so you can now create, publish, and list emotes in the Avatar Marketplace.

George ElKoura
Senior Director of Engineering, Roblox Corporation

We also recently launched support for Physically Based Rendering for accessories.

We had to be careful to make sure that these higher quality accessories worked well across all devices and experiences.

Varun Mani
Product Director, Roblox Corporation

And soon, we'll be expanding in-experience avatar creation to also include clothing and accessories. This means you can now allow players to customize these right within your experience. And when they're done, they can purchase and equip the item right there and then use them all across Roblox.

George ElKoura
Senior Director of Engineering, Roblox Corporation

OK, now let's switch gears a bit and talk about engine capabilities. These are some of the new capabilities that unlock whole new functionality and give your experiences superpowers.

Varun Mani
Product Director, Roblox Corporation

In May, we announced that Acoustic Simulation is available in Studio Beta. When enabled, sounds reflect, bend around corners, and are occluded by the environment. Let's have a listen. When I'm inside the room, I can hear the sound reverberate off of the stone walls.

As I slowly walk outside, the sound diverts around the corner and comes from the left instead. As I move behind the building, the sounds become muffled, just as you'd expect. Acoustic Simulation will be available for live experiences by the end of the year. We'll also be adding support for Sound instances, so it works with all of your existing content.

George ElKoura
Senior Director of Engineering, Roblox Corporation

T hat's awesome.

Varun Mani
Product Director, Roblox Corporation

Make sure you visit the Creating Immersive Audio workshop during lunch tomorrow to learn more.

George ElKoura
Senior Director of Engineering, Roblox Corporation

Now, let's talk about physics. Last year, we launched aerodynamic forces in engine, so you can take advantage of a whole new class of forces across your experiences. This year, we completely revamped how hydrodynamics work, so parts can react realistically to buoyancy, lift, and drag forces, just like this hydrofoil. Yes, these propellers are really simulated.

Varun Mani
Product Director, Roblox Corporation

All of the work that we put into realistically simulating fluid forces for aerodynamics last year will now be available for water this year. OK, let's talk about Server Authority now. One of the most difficult multiplayer experiences to build are competitive sports games. Due to the realities of network latency and bandwidth constraints, a hamster ball soccer game like this one is incredibly difficult to get right on any platform. We're working hard to enable Server Authority natively in Roblox. So a whole new genre of seriously competitive games like this one will soon become possible.

George ElKoura
Senior Director of Engineering, Roblox Corporation

Yeah, instead of each player's device deciding what happened, each client makes predictions, but only the server makes the final call. If you've tried racing games before, you might be familiar with the pit maneuver, which is notoriously difficult to achieve well in a multiplayer game. This is what usually happens.

Varun Mani
Product Director, Roblox Corporation

Oh, that's no good, George.

George ElKoura
Senior Director of Engineering, Roblox Corporation

I know.

Varun Mani
Product Director, Roblox Corporation

I think we can do better than that.

George ElKoura
Senior Director of Engineering, Roblox Corporation

So once Server Authority launches on Roblox, you'll soon be able to get this. There he goes.

Varun Mani
Product Director, Roblox Corporation

There we go. That's a pit maneuver.

George ElKoura
Senior Director of Engineering, Roblox Corporation

Much cooler. Competitive social games like shooters, racing games, and sports are such a good fit for the Roblox ecosystem that we can't wait to get this into your hands. So starting today, you can sign up for Server Authority early access preview by visiting the DevForum or seeing us at the Engine booth. You should also stop by the Creator Track Talk tomorrow to learn more about it.

Varun Mani
Product Director, Roblox Corporation

OK, finally, let's talk about Solid Modeling. Over the last year, we've made a whole host of performance and scalability improvements to the existing Solid Modeling APIs, like Union, Intersect, and Subtract.

This has enabled brand new emergent possibilities, like this car workshop, where you can literally create your own tires from scratch using traditional manufacturing techniques. This was previously limited to primitive parts, but we've been working on adding support for meshes this year. Yeah, this means that you will soon be able to perform the same operations on fully textured meshes, like the container and the node. And we're not stopping there. We're adding new APIs, like Fracture and Sweep, to help with some common scenarios that you always want. All of this is also available in an early access preview, just like SLIM and Server Authority to date. So make sure you stop by the Engine booth or visit the DevForum post to sign up.

George ElKoura
Senior Director of Engineering, Roblox Corporation

We touched on a lot today: Asset Streaming , SLIM, and terrain improvements to unlock the content you build, avatar performance and personalizations to unlock more expressive avatars, and Server Authority, Hydrodynamics, Solid Modeling, and even Acoustic Simulation to unlock more gaming possibilities. What would you build with all this cool new tech?

Varun Mani
Product Director, Roblox Corporation

George, the world is my oyster now. I'd want to build something like a competitive hydroplane game with destruction that actually affects the aerodynamics, all set in a vast and detailed open world. Oh, and everything with 4K textures, obviously.

George ElKoura
Senior Director of Engineering, Roblox Corporation

OK, well, I can't wait to play that. That's all the time we have today. Varun and I are so excited to meet all of you at the booths and at the other events.

Varun Mani
Product Director, Roblox Corporation

But wait, we have one more little surprise for you before we pass it back to Nick. It's a video.

George ElKoura
Senior Director of Engineering, Roblox Corporation

Have a great RDC.

Nick Tornow
SVP of Engineering, Roblox Corporation

Wow, that was super cool. So now you've seen three things. One, you've seen how all these pillars come together. Two, you've seen that I may have been one of the people asking for emissive maps. And now that I'll be able to get my fix on Roblox, I think I can take this thing off awkwardly. And number three, you've seen how this platform is and will continue to expand the possibilities of creation for all of you over the coming months, with a strong focus on core performance, amazing productivity enhancements so that you can build sophisticated experiences, more advanced tools for data analysis and experimentation, and an increasingly powerful engine. I get excited just thinking about the potential ahead.

Now, as we bring this keynote to a close, I want to take a step back from all the features that we showed and reflect, because beyond any single tool, what really matters is the strength and dynamism of this entire community. As I reflected on the last year, I marveled at how the Roblox ecosystem has become even more dynamic and open, where new talent and innovators have immense opportunity to break through. We see this in our data. 28 of the top 100 experiences on our platform are new this year. 96% of top earning avatar items were created in just the last 12 months. This is not a static platform. It's the entrepreneurial dream in action, where the right creation can shoot to the top.

And our healthy ecosystem is no surprise when you see how we all collaborate with each other at community events, on our forums, and in our AMAs. The recent community run Inspire 2025 was a great example. It was a massive success, with over 50,000 RSVPs and more than 57,000 viewers. The event featured more than 30 speakers, and its game jam produced more than 400 new experiences. On our DevForum , we've seen more than 35,000 help and feedback posts since the last RDC. And our AMAs have pulled in more than 141,000 views, with more than 150 questions answered. All of this makes it extremely clear that this is the greatest game creation community the world has ever seen. And a quick public service announcement. Right after this, we're going to have a 15-minute break. Then we're going to launch right into our safety Q&A.

Afterwards, you can attend creator-led lightning talks featuring guest speakers from TikTok and YouTube with a meet and greet afterwards. And for the next two days, I really encourage you to stop by some of our booths. They're staffed by Roblox engineers, product managers, and domain experts. Give us your feedback and get hands-on technical advice. And lastly, tomorrow's schedule includes a networking event and dozens of sessions on a range of topics, from performance to competitive design and intellectual property. And that wraps up our creator keynote. I want to thank all of you for your time, and I want to leave you with one final thought. The tools and features we've shared today are more than just code. They're the building blocks of the future, a future you will create. We provide the platform, and you provide the passion, the creativity, and the vision. You.

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