Roblox Corporation (RBLX) Earnings Call Transcript & Summary

September 6, 2024

New York Stock Exchange US Communication Services Entertainment conference_presentation 228 min

Earnings Call Speaker Segments

Operator

operator
#1

And now please put your hands together for the founder and CEO of Roblox, David Baszucki.

David Baszucki

executive
#2

Oh, my goodness. This is our Roblox RDC 2024. This is our tenth year, and this year, it is bigger than ever. We have people from over 70 countries represented here. For example, we have people from Brazil, from Mexico, South Korea, Japan, Indonesia, Sweden. This is a worldwide creative audience. Welcome, everyone. When Erik and I founded Roblox, there is one question that drove us, how do we as humans connect through play? 18 years later, same question is bringing us together right now. And many -- I've seen some of you that have been through this journey with us ever since the start. Connection is at the center of our human evolution. And today, when many people feel isolated and alone, I believe we can be optimistic about the ecosystem we're building together. Your amazing content supports connection and ultimately lets us play. And we can be part of the solution to make human connection better. That's been our focus from day 1. Today, we'll announce cool new products. We're going to demo new tech and we're going to celebrate some huge wins from you, our community. But first, we're going to take a look at how far we've come. In 2021, at our direct listing, we talked about 4 growth vectors: Growing around the world of all ages, new ways of using Roblox and ultimately improving our economy. And at the time, we knew each vector had tremendous headroom, at least 2x each, and that's proven to be true. Last quarter, our daily active users grew by 21% year-over-year. We saw double-digit growth in every region. We grew at over 20% in the U.S. and Canada, and over 30% in Asia Pacific, and at double digits in Europe and the rest of the world. We are well on our way to bringing the world together with optimism and civility, and we are doing it with you. Thank you very much. Because of you, we've seen an explosion in content for all ages. And this has supported rapid growth for users over 17, our daily active users are growing across all age groups with over 58% of our users 13 or older now, and our 13 and up cohort is growing at 26% year-on-year in Q2. And as we grow, we will -- we do believe Roblox will become a daily utility for communication, shopping, entertainment, learning and play. And to support this vision, we've been innovating with technology like voice, facial animation, chat. And in Q2 of this year, we had an estimated 3.8 million daily active voice chat users. That's more than double year-on-year. And we can see in our metrics that when people use growth -- use voice, our engagement is growing. Your content powers Roblox and we're constantly looking for ways to improve the business prospects for all of you. Our creator ecosystem includes many hobbyists of the millions creating on Roblox, over 20,000 are part of our DevEx program, median creator now is receiving USD 1,645 during the 12 months ended June 30, 2024. But the hobbyist cohort is complemented by all of us in the room, professional creators, professional developers. And in the last 12 months through June this year, that Roblox creator community earned over $800 million which is up 18% year-on-year, and we've seen this growth amongst all cohorts of creators. Our top 10 creators grew 5x in the past 5 years. Our top 100 and our top 1,000 creators are growing even more quickly. That all comes together at 79.5 million daily users on Roblox. And what makes it so fun is, I believe we're just getting started. So what's next? We spent a lot of time envisioning what types of content will thrive on Roblox over time. And what technology is needed to get us there. If we had to gauge our Roblox community relative to an existing segment, it would be what's traditionally known as the gaming market. And this is a huge market, 3.4 billion people play games, and the industry supports over $180 billion in content revenue every year. So for our next steppingstone on our way together to 1 billion daily active users, we believe 10% of all gaming content worldwide will flow through the Roblox ecosystem. And we'll do it with our partners. We'll do it with all of you. We'll do it with Apple, Google, Microsoft, Sony, Meta and Tencent. And we believe we'll hit this 10% of the global gaming market at about 300 million daily active users. We believe that about 80% of these users are going to be playing. And of course, as we know, the rest are going to be shopping, consuming entertainment, learning, connecting and communicating. And so today, everything we're going to share is a step towards our mutual goal of reaching 10% of the global gaming content market on Roblox. We're going to highlight 3 areas we're accelerating. We want to help you bring people together. We want to help you scale and we want to help you build your business. I'll kick off. You're going to hear from Garima, you're going to hear from Anupam, Emmanuel and others with more detail. But let's start with bringing people together. That's where we altogether started this journey 18 years ago. People play every day on Roblox in ways that are literally impossible in other places, and that's about to get easier. I'm excited, really excited. We wanted this one forever, that next month, we're releasing Party. Yes. We are. It's finally here. Party will allow friends 9 and older to group up, easily join, experience together, and later this year, we'll allow friends within a party to communicate with both voice and text chat within and outside of experiences. I wanted this for 16 years. Yes. And in a way that only Roblox thinks about these things, of course, we'll add an API that will allow you to expand the party experience, you'll be able to teleport party members to the same starting point, drop them into a private lobby or prepare them into a team. Really psyched. Thank you, users. In addition to helping you bring people together, we also want to help you connect with your community. Our goal is to make it possible for you to manage your community from one place on Roblox. Today, we're sharing that Roblox Groups is being rebranded as Roblox Communities and Roblox Communities is going to continue to grow with community-building tools for all of our creators with tools such as forums, which are dedicated spaces for users to share feedback. All right. And discuss gameplay. Forums is going to launch later this year. We know several large communities like Blox Fruits and others are already preparing to try them. We've seen already a great response with announcements that lets you share updates about your experience or other things. And this functionality is already part of communities, 25% of the top 1,000 creators already using announcements. So lots of work coming here. Okay. Let's talk about discovery. Over the last 12 months, we put enormous effort into discovery to democratize it. We've expanded this vision for search and discovery to be as fair as possible to surface a lot of diverse content, and to make it as easy as possible for users to find experiences that are right for them. You've seen us augment our algorithm with Today's Picks. We're not just doing this on the homepage. We're starting to do this in the marketplace as well for you, avatar and asset creators. We're being really thoughtful about the long-term health of Roblox as we do this, as we incorporate editorial with Today's Picks. We've also increased sponsored on our homepage over -- it used to be about 1.6% -- at the end of Q2, 8% of all impressions on our homepage is sponsored, we want to give all of you a broader range of ways to boost experiences and find audiences quickly, and really surface a broader range of experiences. So -- but today, we talked with a lot of you about search and discovery. And today, we're going to share a commitment with you. And that is to be open and transparent into search and discovery on Roblox. We're going to be open with the algorithm. We're going to share with you exactly what we value, how we reward attributes that drive distribution, and we're going to provide visibility to all of you into how your experiences are performing. So thanks for your feedback on that. We appreciate it. Today, there is a wider range of experiences entering the top 100. It partially reflects our growth around the world. For example, Hide & Sneak and RIVALS, they had their daily active players double in the past month, all right? Way to go Hide & Sneak and RIVALS, as the algorithm picked up their engagement. And here's a fun stat we're going to share. In Q2 of this year, there were 25 experiences on Roblox with over 1 million daily active players or DAU, that's mind boggling. This puts these experiences on par or better, things we're very familiar with, Sonic Dash, Marvel Contest of Champions. Some of the titles though, are bigger than things you would not imagine. We have experiences on Roblox, bigger than Angry Birds, bigger than Among Us, bigger than Elden Reach (sic) [ Elden Ring ], bigger than Overwatch, some of the experiences on our platform have more daily actives than any one of these. So congrats to those experiences. So as we think about search and discovery, we don't want this to be a zero-sum game. We are starting to think about off-platform users finding content as well as on-platform users. To support this, we are announcing today a Creator Affiliate Program that is going to reward you for new users you bring to Roblox. You'll be able to set up unique links for your experience. If users sign up and purchase Roblox, you'll earn a share of the revenue they generate through purchases for the first 6 months. And -- yes. So we want to hit a balance between the benefit of your social, bringing users from off platform. We're going to test the program with a few creators. We're going to enable them to earn up to 50% on qualified purchases. We're going to onboard creators on a rolling basis as we develop the program. We expect this to be available for all creators in the first half of 2025. One of my favorite things, and we shared earlier that scale and perf is so important. So we're really going to be focusing and we continue to focus on scale for performance, safety and creation. Last week, and this is actually a pretty common thing on Roblox, we did hit a record number of concurrent users. It's powered, underneath it by infrastructure that we've built that is extremely efficient and cost effective that now runs on 27 data centers around the world. And you might have seen it, but we've been driving perf and quality throughout our stack. We do believe perf quality is literally our biggest growth vector, and we're going to take this very seriously. This year, you've seen focus on app launch time. We've increased streaming adoption, which speeds up join times, reduce crashes. We've really been focusing on getting to the point where Roblox never crashes. On Windows, we've eliminated over 300,000 crashes every day. Royale High saw 64% reduction in crash rates this year across all devices. Creatures of Sonaria reduced their crash rate by almost 31%, both their own investment and our platform-level physics perf improvements. These developers are really showing how perf and stability can supercharge an experience. We've also focused on frame rate and on lower-end devices, really the most difficult devices on Roblox are 2 gig and 3-gig RAM devices. We've improved average FPS by 24% for sessions with really low FPS. You're going to hear more about it on stage today, the focus we have on that. The gains have come from our tech along with our analytics dashboard, and we're just getting started here. A fun estimation. We estimate we're on track to add over 300 million hours per year of playtime purely from all our perf improvements. So once again, it's our biggest mic-drop moment for just where we focus on growth. Okay. So I want to share now a little hint of an overall vision that is driving our creator engine and user teams on our platform efforts. We know this is one thing we need to do. We are going to make it possible for you to host a high-performance, 100-player open world, sports or battle royale type game on Roblox, have it run great on 2-giga RAM devices anywhere in the world at good frame rate. We're going to do it. Awesome. We will -- if you know, Roblox, we will not stop until that is possible. We're going to drive all aspects of our engine road map to do it. I'm going to show you a quick peak of our Harmony architecture, we're going to talk about it more. The vision is really we're going to optimize all aspects of our engine, both client and server, balance CPU, GPU, RAM and bandwidth, really to optimize for every user, the best experience across all devices. And yes, we are looking into a Roblox-native architecture for server authority for competitive gaming. We want to make it easier for you to build great content with all this scale. We've been building AI into Roblox for years. You've seen it with some of our genAI tools like Code Assist, Material Generator and Texture Generator. Three months ago, we launched an incubation project with 40 researchers and engineers to develop a Roblox-created 3D foundation model. The internal -- this is an internal project. It's going to power generative creation everywhere on our platform. It's going to do it at super low cost and our 3D foundation model will be open source and multimodal. It will power 3D generation through text prompts, video and 3D prompts. And we see a future where not just in studio but a time where all experiences on Roblox will be able to incorporate genAI to power real-time creation integrated with gameplay. Yes. And once again, in the Roblox way of thinking, we want to make this available for all 79.5 million daily actives on our platform within your experiences. For example, we expect experiences like Build A Boat For Treasure, to not just use their current creative mode, but they're going to be able to add text and voice prompts to help build boats more easily. We see this as being an opportunity for all of your experiences that support creation. And of course, as your content contributes more to the global gaming market, our commitment to safety and civility will never change. We, since the start, have provided a global safety system that's both increasingly accurate and cost-effective. And this lets you focus on creation. Our goal has always been to make Roblox the safest place for people to connect regardless of their age. This year, we shipped the Ban API and alt account detection, which makes it easier for you to remove violating users from your experiences and to prevent them from rejoining. And as your experiences grow, our vision is you'll be able to participate in running your own community as you see fit. This is just another part of building your business. So let's talk about building your business. Our -- the Roblox economy, we did some research recently, and the Roblox economy has generated 18,000 full-time job equivalents in the U.S. over the past 7 years. We've taken step -- yes, that's a lot of jobs. Together, we've created a lot of jobs. So yes, thank you. Other people not here, thank you, too. We've taken steps to make it even more efficient. We expect that automatic price optimization is going to help all of you and creators thrive. And in the future, we expect users will have access to more premium and developer subscriptions. For developers, we're providing a platform for thoughtful native ads in your experience, and we're really double down and focusing on this as well. This year, brands like Walmart, e.l.f. Cosmetics, Fandango and Warner Bros. started testing commerce on Roblox. For users 13 and older, they discovered clothing and beauty products in these experiences. And with a few simple clicks, these items showed up at their doorsteps. Users even bought movie tickets for Beetlejuice, the sequel, that happens to be coming out today. So awesome. Early next year, we're going to allow creators to sell physical merchandise directly from within your experiences, and we plan to integrate with various e-commerce platforms. We're thrilled to announce our first partnership today with Shopify. All right. This means that if any of you sell physical goods with Shopify, you'll be able to sell them, those exact same products, in your Roblox experience. And longer term, we expect creators and developers to pick any eligible item currently sold through any major online retailer and sell it within your experience. Yes. We've also been doing some outside-the-box thinking on paid-access games on Roblox. And historically, most experiences on Roblox have been freemium, powered by our super efficient, cost effective safety and infra systems, but our teams have been up late, running some numbers, and I want to share with you what they've come up with. Today, we're announcing new economics for paid-access experiences. You'll be able to price your paid-access experience in real currency value, and we're going to support a higher rev share for paid-access games. Experiences selling at $9.99 will receive a 50% revenue share. Experiences selling at $29.99, will receive a 60% revenue share. And yes, if your experience is priced at $49.99, the rev share is going to be 70%. This will all be paid in real fiat currency. We're going to start rolling this out for users on desktop this year. So stay tuned. Wow. Okay. So we've shared today our belief that together we can support 10% of the global gaming content revenue on Roblox. We're going to now dive into more detail on how we plan to help you bring people together, how we plan to help you scale and how we plan to help you build your business. I really have never been more excited about the future of Roblox, and we can't wait to see what you're going to build this year. Thank you all.

Operator

operator
#3

Please welcome Roblox Vice President of Engineering, Anupam Singh.

Anupam Singh

executive
#4

Wow, thank you, Dave, for that inspirational start to the morning. I'm Anupam, and I'm going to talk to you about artificial intelligence today. AI is already everywhere at Roblox. But why do we do AI? Why do we invest so much time in AI? It's so that you as creators, can automate as many repetitive tasks as you have to do to create your experiences. So let's walk through creation itself. Let's walk through storytelling. When you have a story to tell or an experience to create, what do you start with? A text script. Once you have the text, you want to add vivid images to it. Once you have the images, you want to add some sound to it. But images that don't move are really boring. So you add video. Then you want to see everything from different perspectives. So you add 3D. And eventually, you build it up into a scene. This entire cycle of creation can be helped with artificial intelligence. And I'm going to walk you through some examples today on what's challenging and what's interesting about AI in the context of creation. Show of hands, how many of you use AI in your daily life today? Around 50% or so. And most of us use it for text. We use it to predict the next word in our sentence, a hyper-powered auto complete, if you will. But then we want to predict images. We want to predict where pixels go. Next, when we start adding audio, that's when artificial intelligence faces some challenges today because it's difficult to take temporal data and build prediction into it. What I'm going to say next needs sound and words and many other modalities. But if you want to add video, now you want to predict where these pixels will go. It's not just where the pixels will stand next to each other, but where will they go? You're predicting pixels. Eventually, it becomes like a Rubik's Cube. You're trying to predict these pixels in many, many different perspectives. And then you build up to a functional scene. So think of a scene as a set of cubes that have to be collected into scenes. So that scene that you see on your screen is a bunch of cubes that have been put together. But a world where things don't move, a world where things are not functional, it's pretty boring. So you want to take this scene and make it fully functional. And that's what we call as the fourth dimension. And you'll see that small car move a little bit. Now, I promised you that this is about bringing your vision to life faster. And I know what most of you are thinking, am I getting a lecture of artificial intelligence early in the morning, right? It's pretty boring. I understand that. So let's make it real. Let's take each of these things and see what -- Roblox is doing it. Dave showed you a sneak preview of building a racetrack experience using AI. What was really happening behind the scenes, in Dave's video, was all these cubes were going one after the other, predicting on how to build a racetrack, then build a mountain in it. Then once you build the mountain, you want to build the background. And so you'll hear me say the word cube again and again and again. But then I want to make it nicer. So I build a desert. This is what we call enhancement. And then I want to expand it, which is the trees and the forest that we added to the scene. So we went from the idea of a scene to generate it, then enhanced it and then expanded it. All of these is powered by the 3D foundation model. As Dave mentioned, we have 40 people working on a foundation model that will create scenes, that will enhance scenes, that will expand scenes. Our intention is to open source most of the weights of this foundation model. Next, if you have a racetrack, you want a driver. How to get that driver? Well, in the world of AI, your user would just put in a text prompt. And I want that driver to look more than just a driver because this is Roblox, we want to make it look like an astronaut. So we take that avatar, enter our text prompt, we can take a bunch of sliders back and forth and boom, you have a racetrack driver that looks like an astronaut. Very cool, and we've been working on it as the avatar auto-setup feature. We've already had it in development and 8% of avatar bodies are being auto setup. So that's the racetrack and the driver. But what about the car, making a car fully functional in artificial intelligence, a pretty difficult problem. What you just saw was our ability to take a car chassis, add doors to it, add wheels to it. And that's the fourth dimension. This is active area of research. Roblox is one of the few companies on the planet that can actually build a 4-dimensional functional world. But that car was pretty generic. Again, we want to make it a little bit more Roblox-ian. So what we're going to do is we're going to take that car, and we're going to lop off the top of the car. All we'll have is a chassis. So all of you who deal with geometry every day can think about taking the chassis, and then we are going to make it into a sofa car. Who doesn't want a sofa car here, right? A sofa and a car together, all of it can be done simply by putting a text prompt saying give me a sofa car. That's predicting shape and geometry. You get the gist. We are predicting much, much, much more than just text, which is what most of the large models do today. This feature, we call it Text to Shape, and it is in development, and we will ship it soon. We took the car. We made it into a sofa car, but we want to make it more attractive. So we are going to take some decals. We're going to take that image prompt and say, put it on my car, and that's it. This part is called Textures. We've released it. It's in development, but we have released it to some of you and 420,000 textures have already been generated. So every modality in 3D is being generated across Roblox. We have the racetrack. We have the driver. What do we need now? Maybe we can have Dave kick it off. [Presentation]

Anupam Singh

executive
#5

What just happened? I did not know Dave could speak Portuguese. I don't think so. It's actually speech translation by our AI model, which in line went from English to Portuguese without us doing anything. Today, -- yes, you can applaud. Today, we have translated 17 billion chat messages, which is a very large number per month using our text-to-text translation. We are now working on text-to-speech, speech-to-text, all of this will be available to you as creators to incorporate into your experiences. But when you put 2 drivers on a racetrack or more, what happens? We get competitive. We start being rude to each other, we start cursing each other. I'm guilty of it. But this is Roblox, safety and civility are so important to us as a community, as a company. So our safety team decided to build an in-line real-time voice safety model that if 2 drivers in this case, are being rude to each other, we would immediately give a warning. And if you continue to be rude, we will suspend you, okay? The technology is amazing, and this is the real-time voice safety model, one of the best on the planet, only our safety team could have done it. I would like to give them a round of applause for keeping the internet safe. This is in production, 33 million voice messages have been moderated per month. And then we decided, why not make the Internet safe rather than just Roblox. So we open source the model. Anybody can go to GitHub, download it and use this model to make their experience safe, not just Roblox. Amazing work. Next, when I started programming, you had to open manuals and then you had to Google something and then you have to figure the syntax out. And while I'm saying all this, Roblox assistant just took a prompt and generated a ton of code. I can't even keep up with it. It's so fast. It's taking a daytime racetrack, converted it into a nighttime racetrack, added streetlights to it, and those streetlights switch on and off, depending on whether it is day or night. Everything that I explained to you is a ton of work by our creator team to build Roblox assistant for all of you so that you can code faster. A round of applause to our creator team for building this amazing product. Again, this is in production, 1.5 billion tokens. It means 1.5 billion times we have helped some creator finish their thought in code, which is pretty, pretty exciting for a geek like me. It's already live. Okay. I promised you, AI is everywhere at Roblox. We have 250 models in production. Any time you create on Roblox, anytime you use Roblox, you might be accessing one of these models. And because we're very proud of invisible infrastructure, we don't want you to know that, oh, I'm using this model versus that. I wanted to list all 250 models and describe each one of them, but the marketing team sadly said no. So I'm going to give you just a sneak peek of the models that you already use, Docs AI, Code Assist, Avatar AutoSetup, recommendations, search, moderation models and many, many more. We will continue to invest in AI so that you can create faster, you can automate most of your tasks, repetitive tasks so that you can get to building an experience faster. And finally, I know most of you access some large model or the other. Almost every creator in the world, every programmer in the world is accessing large models. We are working on APIs to access any large model, whether it is open source, whether it is closed source, in your daily programming, and you'll hear more about APIs for large models in the next few months. Thank you very much. Have a great RDC.

Operator

operator
#6

Please welcome back, David Baszucki with Roblox Senior Products Director of Engine, Josh Anon, and Senior Engineering Director of Platform Excellence, Carenina Motion.

David Baszucki

executive
#7

Okay. Welcome back. In the middle of my talk, I talked a little about perf quality and scale, and why it's so important to us. So we've got 2 members of the team out, Josh, from the Engine group, Carenina from the User group, and we're going to talk perf and scale, and you'll get to hear what we're working on. We -- I want to start with something you might not all know, which is a huge focus on something as insignificant sounding as app launch time. The CEOs in Silicon Valley compare scroll speed and app launch time of all of their apps. We're really focused on this. But why is it so important?

Carenina Motion

executive
#8

It is incredibly important. We found that, well, we all know pretty much that we love snappy feeling apps. So when you launch the app, that means that you're not waiting. If you're waiting for that to load, that's a lot of time taken away. So the faster the app loads, the more time people are engaged with the app, and we see a correlation between the 2.

David Baszucki

executive
#9

Okay. And then what is our slightly humorous target that we're always talking about for app launch time?

Carenina Motion

executive
#10

Your ambitious goal that you mentioned at every meeting?

David Baszucki

executive
#11

Yes.

Carenina Motion

executive
#12

Yes, it's 0.

David Baszucki

executive
#13

That's right. Okay. Which no one in the world does. So it's impossible, but that's our goal.

Carenina Motion

executive
#14

I'm glad you realize its slightly impossible, but we'll get there. We'll get close.

David Baszucki

executive
#15

Okay. So we -- I know we launched PlayStation less than a year ago. It's a specific area where we put incredible focus. We're doing it on every device, but let's use that as an example. What's happened on PlayStation for all of us who build for PlayStation or play on PlayStation?

Carenina Motion

executive
#16

Well, we've saved about 40% of that launch time. So we've had about a 6-second reduction in the first half of this year. And it's a bit of a relentless drive and focus to improve the launch time on that -- in that case, what we've done is that we've optimized the network calls. And so done the homepage pre-fetching before we load the Lua app. And we've done similar work across PC. And in that case, we've optimized our data model. And also seen, maybe we don't need to load the audio and the video because you don't need that for the homepage. So we've done that sort of work in order to improve the launch times across different platforms.

David Baszucki

executive
#17

Okay. Well, I can feel it every time I launch our mobile app. And I think -- I shared earlier, our research was 18,000 full-time job equivalents in the U.S. Talking about people's time and other metrics, I know you might have a number around just raw time people have saved with app launch time.

Carenina Motion

executive
#18

Yes, this year, we are now saving nearly 40,000 total hours daily by shortening the time people wait to launch.

David Baszucki

executive
#19

That's crazy. So 40,000, that's like 1,000 person weeks of work so...

Carenina Motion

executive
#20

It's an annual savings of 15 million hours.

David Baszucki

executive
#21

Oh, my gosh. Okay. So we're literally making the world a better place by cutting app launch times.

Carenina Motion

executive
#22

We are trying. We are trying.

David Baszucki

executive
#23

Okay. Awesome. So we're on a crusade of app launch time. Hey, Josh, another theoretical question, crash rates, which is every app crashes at some frequency, what's our target for crash rates?

Josh Anon

executive
#24

Our target is 0.

David Baszucki

executive
#25

All right.

Josh Anon

executive
#26

And that's not a joke.

David Baszucki

executive
#27

That's serious.

Josh Anon

executive
#28

That is serious.

David Baszucki

executive
#29

And we believe that's almost achievable. So...

Josh Anon

executive
#30

Yes, and we're going to keep working at it.

David Baszucki

executive
#31

What are we focused on there?

Josh Anon

executive
#32

So we've been doing a lot of things. One of the biggest things we've been doing this year is really putting a microscope to every single aspect of the engine. And we're not just looking at things like how much memory we use. We're looking at really technical things like how fast we ask for that memory. Because in some devices, if you ask too fast, it can cause crashes and other problems. We've made huge improvements. Like in our voice chat library, we've reduced the allocations for second over 20x. That's a huge win in user experience.

David Baszucki

executive
#33

Okay. And just like I shared earlier, our aspirations on supporting 100-person sports, open world battle royale. What's the most difficult devices for memory?

Josh Anon

executive
#34

Resource constrained, 2-gigabyte Android devices. There are so many of them globally with so many chipsets, so many manufacturer customizations, so many driver challenges. It is really hard. So that's what we're focused on.

David Baszucki

executive
#35

Yes. And just highlighting, we're very appreciative for those devices. They sell for very low cost. They allow a lot of people to play Roblox, but we still see 2-gigabyte Android devices. So when we -- and then when we climb the chain to streaming, can you share a little bit about our vision, if someone happens to be using a streaming experience and the experience is, say, the State of California, what's the benefit from memory on that situation?

Josh Anon

executive
#36

Yes. So what's great about streaming, it's funny even today this morning, we've talked about streaming's benefits for join time. But streaming really lets us dynamically manage what's loaded not on your device. And that makes it so that we could have California loaded on one of those resource-constrained devices. What we're really -- what we're seeing that's really cool is as developers adopt streaming, their join times aren't just getting faster, their crash rates are plummeting. Jailbreak just adopted streaming a bit ago, and their crash rate is down almost 75%. That's a huge win with a pretty simple change.

David Baszucki

executive
#37

Okay. So I keep asking if we -- if a creator has streaming on and then we add Harmony, which is balancing CPU, GPU, RAMs, networking, all of that, that does create the -- a theoretically no-crash environment. Can you talk more about Harmony?

Josh Anon

executive
#38

Yes. Harmony in streaming is absolutely how we're getting to 0 crashes. So some of you know that our engine actually automatically scales based on your device's capabilities. It's pretty unique to Roblox. The past couple of years, we have been completely overhauling how that scaling works, and we're improving 2 key things: One is we're making the system predictive. And the second is that we're making it so that it can orchestrate all aspects of the engine. Now, it's a little confusing to understand. So how about we look at a video?

David Baszucki

executive
#39

Yes, cool.

Josh Anon

executive
#40

Can you play the video? All right. So what we see here is we have an experience where we're using streaming to load it in, so you see it load readily. But then in the background, we get to the set of buildings. And Harmony is able to predict that a crash is about to happen, and it's able to work between streaming and LOD to stop that crash from happening. So it's a pretty nice improvement.

David Baszucki

executive
#41

Yes. So I think -- so ultimately, theoretically, we should be able to never crash if we're using streaming and Harmony will load as much of the world as possible. And you mentioned, Harmony -- or we talked about it managing GPU as well, which leads us into something else we would all like is 240-hertz on every device in the world, including that low-end Android device, which is really difficult. How are we doing with FPS?

Josh Anon

executive
#42

So we're making some really great progress. This is a video showing where we were at about January this year and where we were recently. If we can play that again quickly? And you'll see that we've made some improvements that, in this case, we're about 1.5x faster and this is on a low-end device. Now, there's something really special in this video, too. And if we did our job right, you don't see it. There's a number of things that are hidden behind those buildings and walls, and we're not drawing them anymore. So starting now in this video, we have automatic dynamic occlusion culling.

David Baszucki

executive
#43

So now I know the answer to this, but I'm going to ask it anyways, right, which is there's some functionality we do sometimes that improves every single experience on the platform without a code change or any change to the experience, is this one of them?

Josh Anon

executive
#44

This is one of these magic moments where we just released an improvement, and everyone gets it for free. No work...

David Baszucki

executive
#45

Awesome. Yes. That's very Roblox. It's very similar to our Lua Interpreter when it went high speed, everything started running faster. So really excited about this. Any -- and just give us an update on occlusion culling, anyone testing it right now, when will it roll out?

Josh Anon

executive
#46

Yes. So we're testing it in a couple of experiences right now, Dress To Impress, Anime Fighters and a few others. And then over the next few weeks, it's going to roll out to everybody. And again, you don't have to do anything. Your users will just press play, and it will be faster.

David Baszucki

executive
#47

Okay. I'll try to get my head around that. Okay. We -- and then we talk -- right at the start, I talked about in addition to app launch time, CEOs, like I, look at the scroll speed of every other app, and we like -- how good is this, right? It's like if we were working on cars, we'd be checking the transmissions out. So let's talk about just raw quality on the user and maybe lead in with scrolling and other things you're working on?

Carenina Motion

executive
#48

Yes. Scrolling is one of those things that is very obvious, intuitive to the user, you want it to be super responsive. So we have a video to demonstrate some improvements with side-by-side scrolling. If you want to put the video up? On the left, you see where we had the midsized UI in marketplace, and it wasn't scrollable unless you took it to full screen. And so we optimized by making that midsized UI very scrollable, super snappy, and we found that this really had a big impact and increased marketplace searches and click-throughs as well as overall Roblox spenders. So it really helps to have a UI that's very responsive. We've made some other big changes. We've been working on more. This is part of this relentless pursuit everything from why does my text look blurry when I've switched my monitor?

David Baszucki

executive
#49

If I ever see un-crisp text, you get an e-mail, right?

Carenina Motion

executive
#50

Yes. We get a lot of e-mails. It's one of them. But that we hunted down. It's like, okay, well, every OS behaves slightly differently. And on Mac, well, you've got to have dynamic updating DPI in order to know that you're modifying your assets so your assets don't look fuzzy and your text doesn't look fuzzy. So that's now crystal clear. So no more e-mails on that one.

David Baszucki

executive
#51

There's one other one where a lot of us contact switch all day long on our mobile app or on our desktop. And when we contact switch, we just want to be right in it. Can you share what we did there?

Carenina Motion

executive
#52

Yes. So your iOS -- on iOS specifically, when you go into the background, sometimes came back, you had to wait for the assets to load. We were trying to fetch the assets before the network was ready. Figured out, okay, we should really wait. Let's -- the OS will tell us when the network is ready, then we'll fetch the assets and that makes it feel ultimately snappy. There's one other that...

David Baszucki

executive
#53

What else?

Carenina Motion

executive
#54

Which is really exciting, which is I spend a lot of time when I open up Roblox, having to wait for an update. Yes, you did too?

David Baszucki

executive
#55

I did too. I probably -- I waited for an update over 10,000 times.

Carenina Motion

executive
#56

How many times would you like to wait for an update?

David Baszucki

executive
#57

Well, I might miss it, but I guess, 0.

Carenina Motion

executive
#58

Zero. Right. So we are in the process of launching background downloads. So hopefully, no more waiting for Roblox to update.

David Baszucki

executive
#59

Okay. So that means on my PC or my Mac that I'm not going to see that dial, okay.

Carenina Motion

executive
#60

Yes. So when we release an update, if you've got Roblox open, it will download in the background. So the next time you launch, you're just launching with that fresh version.

David Baszucki

executive
#61

Awesome, okay. Awesome. Okay. So one more thing, and this dovetails into our discussion around 100 players, we started giving more CPU based on the size of the experience. We just talked about -- well, I didn't talk in my -- can you tell them -- tell us what we're doing for memory on our RDC.

Josh Anon

executive
#62

Yes. So for the past few years, whether you've had one player or 100 player, you always got about 6-gigs of RAM on the server. But we really want to let you build these bigger worlds. And that's not just about making the engine more efficient. It's about giving you more resources. So rolled out right now, we have what we call dynamic memory. So your server memory now starts at 6.4 gigabytes, and you get 50 megabytes of additional memory per player in your experience. So if you build a 100-person experience right now, you get twice as much memory -- almost twice as much as you did a month ago. We think that's going to be a big enabler.

David Baszucki

executive
#63

And so if I'm a creator, I go to my creator dashboard, I'm assuming, a, I'll be able to do more without crashing. I'll probably be able to see this. Can you just share what I might see?

Josh Anon

executive
#64

Yes. So it's been a really big week here, not just because of RDC, but we also released some new creator analytics this week and then let you see things, like how much memory your experience is using on the server. So you'll see these new caps reflected there.

David Baszucki

executive
#65

Yes. So I think this is just a part of that, getting to 100-player high perf just as fast as a 5-player memory CPU. We'll be watching low-end heartbeat rate. We'll be watching all kinds of stuff. So really exciting. So hey, perf quality, biggest growth vector in the company, appreciate all the work. Any other closing comments or things we should be thinking about?

Carenina Motion

executive
#66

Yes. This is a fantastic opportunity. So I want to encourage people to check out the Engine Lab in the booth area. We'll have an opportunity to get some hands-on help with your experiences, where any -- we can help on anything from how to adopt streaming, which we talked about or just optimizations.

David Baszucki

executive
#67

Okay. So thank you both. It's been great talking about that. We're going to now start talking about building our businesses. Stephanie Latham is going to come on out. So welcome, Stephanie, and thank you, Josh and Carenina.

Carenina Motion

executive
#68

Thanks.

Josh Anon

executive
#69

Thanks, David.

Operator

operator
#70

Please welcome Roblox Vice President of Global Brand Partnerships, Stephanie Latham.

Stephanie Latham

executive
#71

Hello, RDC. I am so happy to be here today because one of the best parts of my job is getting to connect with all of you, our creator community, and help you connect with brands to see what you uncover and unlock together. And we have been busy on the brand partnerships team. We now have over 400 activations. And for those of you who were here last year, you may remember that's double. Brands are coming to Roblox to find and connect with new audiences and with them, they're bringing millions of new users to connect with you too. So in fact, as I hope you'll see in our next few minutes together, there has never been a more exciting time to be a part of our brand ecosystem on Roblox. So let's start with the team at Dress To Impress. In case you missed it, they've been having a pretty brat summer. Thanks to their first brand integration with Warner Music Group's Atlantic Records. So you don't have to take my word for it, though, I'm happy to introduce you to [ Umoyae ] from the DTI team to tell their story.

Unknown Attendee

attendee
#72

My name is Umoyae, and I'm the manager and representative for Dress To Impress. When people think about Dress To Impress, they think trendy fashionable and self-expression. So when integrating our first partner into the experience, we had to make sure it made sense for our game and the reaction from our community has been amazing. People are loving the themed digital fashion makeup looks and, of course, music. Working with partners has brought in new audiences for us, and we had over 15.6 million players engaged with our brand theme challenges, and it brought in 2.4 million new players who had never played Dress To Impress before. Plus we broke our high CCU yet at a staggering 641,000 plus CCU. In the future, we are so looking forward to working with brands that are as fierce and amazing as our game and community is. And we are so excited to bring more cultural moments to the Roblox platform. Thank you and much love from the Dress To Impress team. Bye.

Stephanie Latham

executive
#73

[indiscernible] for DTI. So much love back to all of you, too. So here is what is really exciting, though. These types of partnerships are now transcending all categories on Roblox. Let's take automotive, for example. Lamborghini recently integrated with Voldex' Driving Empire. They simultaneously launched the new Lamborghini on Roblox and in the real world, bridging the gap between the digital and the physical. For Driving Empire, the launch was a major success, significantly boosting both the visibility and the player engagement. During the launch weekend alone, 6 million miles were driven in the new Lamborghini. And Voldex reported a 5x increase in traffic to the Lamborghini Lab experience. But this is really just the beginning for Harry, wherever you are, and the Driving Empire team. Licensing and integrations with automotive brands has now opened up more doors for Voldex, who are now working with Jaguar, Land Rover, McLaren, General Motors, Audi and just wrapped a really successful collaboration with NASCAR. So now jumping over to entertainment. Our studio partners are always continuing to push the boundaries with new releases. And as you heard earlier, Beetlejuice Beetlejuice premiers today, but thanks to the development of Escape the Afterlife, an experience created by Nick and the Sawhorse teams, Beetlejuice already has 23 million visits as of this morning on Roblox and has cemented its place as one of our top theatrical experiences. But what I also love is Escape the Afterlife also integrated with 4 other top Roblox experiences, bringing the community even more together. And I don't know about all of you, but it was pretty fun to test out that Fandango integration and purchased my first movie ticket on Roblox. So we're also seeing this type of innovation and impact transcend to our Avatar marketplace and item creators. I love seeing partners like Who's x -- WhoseTrade and RushX working closely with brands like Adidas, to design collections and items for our marketplace. Recently, Adidas and WhoseTrade launched an exclusive virtual necklace that was bundled with 2 pairs of physical shoes. When they launched this on Roblox, it sold out instantly for 2 million Robux. But Adidas too is just getting started, and they continue to partner with other developers and creators like Matthew and the team at Dubit with lots more integrations to come. But these are really just a few ways that brands and creators are coming together in our community. And this is all connected to what Dave mentioned earlier, which is how focused we are on creating more ways for you to build successful businesses on Roblox. So now I'm going to take you on a trip to the future and share the 3 places where we're focusing our investments to bring more brands and creators together. First, growing your business by enabling you to publish ads within experiences. Last year, we launched Immersive Ads with image and portals. This was the first time that you could earn by showing ads in your experiences. You gave us a lot of feedback. Thank you. But we're happy to hear from many of you as Alex from Jailbreak shares, this is working. So far, over 3,000 of you have earned Robux as publishers. Okay. So this is awesome to see, but I know, and we know that you want more ways to earn from showing ads. So earlier this year, we launched immersive video ads, and this is already bringing new brand partners and advertisers to the platform. My team has been hard at work educating the largest global brands and media agencies about the power of reaching this highly engaged community and in turn, growing ways for all of you to earn. So let me share with you the results from our initial video ads research. Nearly 3 in 4 Roblox users agreed that they enjoyed an experience advertising on Roblox. And 87% had a favorable opinion of our rewarded video ads, which just makes sense because we're seeing much higher completion rates and in turn, this is translating into higher payouts for all of you. So looking ahead, we want to make sure that we launch a range of formats so that you're in control and you decide what best fits your experience. So I'm delighted to share with you in the coming months, we'll give you more options for when and where the ads appear. For example, we want to give you the ability to trigger the ad from anywhere, whether it's in your menu or in experience stores. And what's really cool is that these videos play as an overlay. So you have control over how to incorporate the ads and of course, the reward. So next, let's talk about commerce. First, a huge thank you again to our partners at Walmart, e.l.f. Cosmetics, Warner Bros. and Fandango for helping us test this idea. As David mentioned this morning, we're expanding our offering and are thrilled to bring Shopify onboard next. But let me bring this to life a little more for you. Soon, you can bring your product catalogs from Shopify directly on to Roblox. And in addition, we're investing in the ability for you to easily attach a digital benefit, whether that's an avatar or an experience item. And this can all happen seamlessly within the Creator Hub. And don't worry, we'll have you covered with in-experience APIs and web hooks to help you manage merchandising, checkout and order confirmation. And so I think why this is so exciting is that now means for all of your 13-and-up users, they can discover and purchase your products to be enjoyed both in and outside of Roblox, which grows the opportunities for you to build fandom and loyalty. And then last, but certainly not least, we have heard from so many of you that you're looking for more ways to create seamlessly together with brands. So I'm excited to tell you that in January, we'll be expanding our Roblox Partner Program. Our goal when we launched this program was to empower developers that wanted to work with our brand community. And good news, it's been working. Current members regularly share and tell me that being a part of the program has helped them unlock many new business opportunities. So we're excited to welcome more of you into the fold, and we'll be posting all the details on this in a Dev Forum post later today. All right. This brings us to the end of our few minutes together. But I hope in our time today that you are able to see and feel what I get to see and feel every day, which is that the opportunity for brands and Roblox creators to work together has never been greater. So I want to thank you for helping us build this incredible ecosystem. And thank you for your feedback. Thank you for your creativity. And most of all, thank you all for your continued collaboration. And now I'm happy to introduce to Garima, who will be talking more about bringing people together on the platform.

Operator

operator
#74

Please welcome Roblox Senior Product Director of Social, Garima Sinha.

Garima Sinha

executive
#75

Wow. This is an amazing audience. This is so amazing. I am so happy to be here. I think RDC is my favorite time of the year because I get to see all of you. And it's so much creativity and so much innovation that comes out from people in this room. It inspires us. It inspires us to build the best platform in the world for all of you. Roblox is on a mission to connect 1 billion people to come together and have fun. Every experience you all build on Roblox, helps millions of people to come together every single day. Playing games is one of the most social things people do when they are together, whether it's your Sunday tradition or your Christmas tradition. It makes sense that people want to come together, play games and hang out. Maybe it's a lot more about sometimes just having a great coffee or maybe it's about going to a concert and having a fun night out. Every experience on Roblox and every moment on Roblox is just that, people coming together to have a great time. Over 579 million friendships are formed on Roblox every single month. Think about that. Can someone do the math real quick? It translates to 10,000 friendships formed every minute. That's huge. Over 36 million people communicate on Roblox every day, whether that's text chat or voice chat. The main thing is they are coming together and expressing and that's a lot of fun for them. And all this leads to over 1.5 billion hours that people spend with their friends. That's huge. That's a lot of human connections and a lot of fun that people are having on Roblox. But why does it matter? What all this tells us is when people come, they can find their friends, they can connect with them, they can play with them, they can communicate with them. It's magic. And every single time a user can come together and play, just like that, they love roadblocks even more. They spend so much more time. And eventually, they spend so much more money. It really is a no-brainer for you all to integrate amazing, easy social features that will drive more engagement and a lot more monetization of your experiences. And we've been at this for a long time. I think a lot more have you been at this for a long time. How many of you were building on Roblox over 5 years ago? Can I see the hands? Wow. That's a lot of you. So you must remember some of these launches. Remember, that 200 friend end-block limit? Who remembers that? Yes, I see a few hands. What about 3 years ago? I think spatial audio and text chat are some of the things we have been talking about for the last 2, 3 years. I think more than half of you use the new text chat service. You know how important text chat is in every experience. And just in the last year, we have shipped all these new social capabilities, audio API, captures API, screenshots, immersive communication and a lot more. The main thing is social is getting more and more powerful every single year. Let's look at a few examples from the community. Is Murder Mystery in the room? Do I see them? Maybe not. It's an amazing experience. I enjoy it so much. Let's take a look at what goes on here. [Presentation]

Garima Sinha

executive
#76

Well, it's a really fun survival game, where every user is assigned the role of a murderer, an innocent or a killer. And you run around trying to survive, trying to problem solve, an additional voice chat to this earlier this year took this game to a new thrilling level. It's so much fun problem solving with your friends, using voice chat running around, as you just saw. And with that, I'm so excited to share that now 69 of the top 100 experiences on Roblox are voice enabled. That means -- yes. Voice is really helping people drive more engagement in their experiences and it's just so much more fun for users. Over the last year, we've been really hard at work in trying to expand voice globally. And true to the promise of Roblox, we wanted to do it safely and make sure the optimism and civility on the platform is maintained. Safety is core to everything we do at Roblox. And with that, I'm so excited to share that voice is now available in over 32 countries worldwide. And like Dave mentioned, over 3 million users are using voice every single day. That's double of what we shared last year. But I am more excited for the future. The future where we can make sure every single user has an amazing magical experience on Roblox. They come together, they find their friends and they can play together. And it works. It should work every single time. But where do we start? Let's start something very simple, that we all think should actually work, and that's playing with each other. This is how it goes today when people use many different apps. Do you want to play to Roblox? Yes, I am already on. Wait, what server? How do I come to you? I want to join. I don't know. It's not working. I'm getting kicked out of the experience. Hold on, hold on. I'm going to call you. I don't know what's happening. I'm getting stressed. I can't join. I need to join. Wait, wait, wait. It does not work. You might think why doesn't it just work? And the thing is, what if we can make it work. And Dave shared this a few minutes ago, Roblox Party. It's a way that people can come together, coordinate, join servers together every single time. I want to bring this to life, but I can't have this Party alone. So let's invite Dave back on stage. And I would love to invite Nicolas. Nicolas is one of our biggest video creators for Roblox content, if you know him, he has more than 2 million followers.

Unknown Attendee

attendee
#77

Yes, across the platform, which is insane. Can't warp my head around it, but yes.

Garima Sinha

executive
#78

That's amazing. Dave, are you excited for the demo?

David Baszucki

executive
#79

Really excited.

Garima Sinha

executive
#80

Great. We do a demo -- we did a demo level last year, and it was nerve-racking. And we want to see if we can make it work this year for Roblox Party. So you will find out just in a minute if it works. So let's get started. You go over here. Okay. So what you're seeing -- I'll give it a minute to show up. You are not seeing it. It's coming. It's coming.

David Baszucki

executive
#81

It's so awesome. Oh, my gosh, I can't believe it.

Garima Sinha

executive
#82

Well, you've got to wait for the nice things in life. Okay, what you are seeing on the screen, in the middle of the screen is my phone. To your left is Dave's phone and on your right is Nick's phone. And we're going to show how you can party on Roblox. So I'm going to get this party started. It's really simple. I just go to my chat. I say, hi, are you all ready?

David Baszucki

executive
#83

Yes, I'm ready.

Garima Sinha

executive
#84

Okay. I'm going to go to the top right and hit join.

David Baszucki

executive
#85

Okay. I'm joining.

Unknown Attendee

attendee
#86

I'm joining.

Garima Sinha

executive
#87

And [ Tariq ] is backstage, and he will be joining us too.

Unknown Executive

executive
#88

Hi, Tariq.

Garima Sinha

executive
#89

So we can all hear him over voice chat.

David Baszucki

executive
#90

Yes, good to be in here. Thanks.

Garima Sinha

executive
#91

Okay. Which experience should we pick? I just clicked the play button, and I can go pick any experience.

Unknown Executive

executive
#92

A driving one?

Unknown Attendee

attendee
#93

Yes, that sounds fun.

David Baszucki

executive
#94

Like it. I'll follow.

Garima Sinha

executive
#95

Okay. I love cars. So let's do it. I'm picking Highway Hooligans. I'm now going to play joined with party, and we will join the same server together.

David Baszucki

executive
#96

I am grouping.

Unknown Attendee

attendee
#97

Yes, I'm grouping up too...

Unknown Executive

executive
#98

All right, me too.

David Baszucki

executive
#99

Okay. Awesome.

Garima Sinha

executive
#100

8 seconds, are you ready?

David Baszucki

executive
#101

So ready.

Garima Sinha

executive
#102

4 3, 2, 1.

David Baszucki

executive
#103

What happened on my phone. I just joined Highway Hooligans.

Garima Sinha

executive
#104

Yes, that's a good thing. You did it, I was like he really did not think it will work but it does work.

David Baszucki

executive
#105

It just happened magically.

Garima Sinha

executive
#106

And it made sure that we all join the same experience together.

David Baszucki

executive
#107

Okay, awesome.

Garima Sinha

executive
#108

Okay, so we are all in.

Unknown Attendee

attendee
#109

I am in.

Garima Sinha

executive
#110

Oh, I have a custom car. Let's get started. I'm going to hit drive. Let's go, let's race together.

David Baszucki

executive
#111

Going to crush it. Look out for me. Okay.

Garima Sinha

executive
#112

Okay. Great. Let's go.

Unknown Attendee

attendee
#113

Oh I am already winning. Garima, you're far behind...

Garima Sinha

executive
#114

Am I? Where are you?

Unknown Attendee

attendee
#115

I'm at 3,000.

Unknown Executive

executive
#116

She just went past me.

Garima Sinha

executive
#117

Let's keep going, let's keep going.

David Baszucki

executive
#118

My -- I'm trying to figure out what kind of car -- okay. I'm driving in reverse.

Garima Sinha

executive
#119

Dave, you are so far behind.

David Baszucki

executive
#120

That's all right. It's an open-world game, I'm just having fun. I just rammed a truck too.

Garima Sinha

executive
#121

I rammed. I rammed. I'm going in the other direction. Maybe we should switch...

Unknown Attendee

attendee
#122

30,000 points...

Garima Sinha

executive
#123

I need to pick up a new game.

Unknown Executive

executive
#124

Let's find something more suitable maybe.

David Baszucki

executive
#125

Okay.

Garima Sinha

executive
#126

Okay.

Unknown Executive

executive
#127

All right, let's try Natural Disaster Survival.

David Baszucki

executive
#128

Yes, okay.

Garima Sinha

executive
#129

Yes. All right. Grouping up.

David Baszucki

executive
#130

I grouped up.

Unknown Attendee

attendee
#131

And voice just keeps on going throughout experiences?

Garima Sinha

executive
#132

Yes.

Unknown Executive

executive
#133

I'm not even in the experience.

David Baszucki

executive
#134

Okay we're still hanging out, great. Waiting for others to play. Okay, I'm ready...

Unknown Executive

executive
#135

I see Nick, by the stairs.

Unknown Attendee

attendee
#136

Yes, I'm at the top.

David Baszucki

executive
#137

This was the first mobile game I ever played on Roblox, by the way. Yes.

Garima Sinha

executive
#138

Okay. I think If we keep playing, I'll spend all day.

David Baszucki

executive
#139

We can't stop.

Garima Sinha

executive
#140

We -- I got to get back to my presentation. I will let you 2 keep going. Nick, what did you think of this?

Unknown Attendee

attendee
#141

I loved it. I mean I can finally play Dress to Impress with my body. So I'm happy.

Unknown Executive

executive
#142

All right, thanks for having me.

Unknown Attendee

attendee
#143

Wait, David, you promised me a selfie earlier.

David Baszucki

executive
#144

Totally, let's do it right now. Post it live, let's go.

Unknown Attendee

attendee
#145

Thank you, Garima.

Garima Sinha

executive
#146

Thank you. So finally, it's here, Roblox Party, an easy way for people to connect with each other, communicate, coordinate and play. They can pick any experience they want, the voice keeps working or they can use text chat, it's seamless and it gets them into an experience every time. But not just that, in the classic Roblox way, we're going to ship this with a party API that you all can use to build amazing experiences to keep people together. One of the core use cases of this could be just teaming up friends together because you can see when people are joining with each other as a group of friends. You can team up into the same team or maybe you want to team up into different teams so they can compete with each other. Or you want to give them special items or special powers in your experiences. I want to be a part of that cool blue jacket squad because I brought 3 other friends with me. That's amazing. Or you can keep them together and teleport them from one spot to another in your experiences. You know about the secret spots in your experience, you know the high moments. You know the best things that might happen, keep the group of friends together and much more. I cannot wait to see what you all dream up with this and what you build. I'm really, really excited. This will be shipping later this year. And honestly, it's been such a long time coming and cannot wait to see what you do with this. Once people are together, they want to capture those amazing fun moments, right? You saw what Dave and Nick just did, that selfie or maybe you want to share it and make someone else jealous, or you want to show off, but every time people are together and they're having a great time, they want to capture that moment. Earlier this year, we announced captures API, and just in a short time, over 360 million screenshots are taken every month across hundreds of thousands of experiences. This is already happening. People are going to your amazing experiences, taking these screenshots, sharing out. But you know what's better? Is some of these integrations that we've seen -- is Twin Atlas in the room? It's one of the most clever and actually on-point integrations of captures API, we've seen on Roblox. I'll let it play for a second. So this is a game where people can tame their horses and the moment the horse is tamed by a user, it just triggers a capture, camera mode gets unlocked, and you can just save that capture. It's a really brilliant execution of this idea that you know your experiences best, and you know when to highlight certain pieces of content that can be captured. But what's next? This 360 million screenshots that are being taken, they can be so powerful for all your experiences. These can be so, so, so powerful, if others can see, discover new things, and we are so excited to share that now people can actually not just capture these screenshots on platform, but also share them to Roblox. These will show up on users' profiles, yes. These will show up on user's profile or on top of home in the friends [ slot ] and people can discover new content, they can see all the fun moments that their friends are having and just join right from there. It's going to be so easy to use all the human connections and drive a lot more discovery and engagement of your experiences. But one last thing. I promise, last one. What is better than taking a photo? Is it? One more time? Let's do it. Okay. You said it, I didn't. [Presentation]

Garima Sinha

executive
#147

So here, that was videos. Of course, that comes with a video API, again, that you can use to trigger the best moments in your experiences. You can capture rolling videos. And when an amazing moment happens, a highlight, a secret spot, someone wins, you can trigger that video and prompt people to save it or share it on the platform. Here is an example. [Presentation]

Garima Sinha

executive
#148

So there it is, a highlight capture that could be triggered by you all in your experiences. I think this is going to be magical. Lastly -- actually, one more thing. For video API -- I was kidding before. For video API, if you want to learn more, we will be doing live demos in our social booth. Please come, stop by. You can try it out in your experiences, it'll will be fun, or you can learn more about it in the social session tomorrow. And then I hope you were as excited and as inspired to build for social as I am. I really am looking forward to this future where we can have a lot of parties on Roblox. We can have video sharing on Roblox. I can't wait to see what you all dream up.

Operator

operator
#149

Please welcome Roblox Senior Product Director of Creative Content & Services, Greg Hartrell.

Greg Hartrell

executive
#150

Everyone. I'm Greg Hartrell. How's everyone's RDC going? Yes, I am hyped. Let's keep this going. See at Roblox, we talk a lot about the culture of our community and how to make emerging genres thrive through discovery and other tools. If we want Roblox to become 10% of the video game market, a very diverse set of genres has to emerge from creators like you worldwide. Some context first. There's never been a better time to be a Roblox creator. Earlier, our CEO shared that active users are up over 20% year-over-year in most of our regions. This includes over 50% year-over-year user growth in Japan, a top gaming market with lots of interest in Roblox creation. On top of that, hours of engagement and monthly unique users are growing. Platform hours are up over 20% year-over-year, and that drove monthly unique payers to reach an all-time record at the end of Q2, up 22% year-over-year. Amazing growth. We also see a lot of genre innovation behind this. And as a result, more creators are punching above their weight. In the past 12 months, millions of experiences have been created on the platform with many of them reaching new milestones. We've seen 1,211 experiences crossing 5 million visits. And we've seen 660 experiences, crossing 10 million visits. That's experiences like Clone Playground and Mega Princess Tycoon. I love it. And 46 experiences crossed over 100 million visits like Death Ball and LifeTogether. By the way, does anybody else love that at Roblox, we can celebrate a Death Ball next to a Mega Princess Tycoon? I think it's hilarious. I want the mashup. All right. Look, we've reached an entirely different milestone. This year, we reached over 100 experiences with 1 billion visits with 30 more joining this club in a little more than a year. This includes incredible games like Pet Sim 99, Sonic Speed Simulator and Toilet Tower Defense. We had to get some Skibidi in there, didn't we? All right. But this all means that Roblox is one of the most diverse 3D co-experience ecosystems, creating more opportunities for creators everywhere. That brings us to our discovery mission. We want to connect every creation with the right audience. And we made a load of progress on this in the last year. We've seen a 181% increase in unique experiences recommended with user place. This is critical because more creators creating compelling experiences are finding it easier to get discovered on Roblox than before. It's amazing. This is a high impact for this community, and I want to share with you what's behind the improvement. We attribute it to 2 key investments: First, we're better at finding you an audience, and we're better at tapping into the culture on Roblox that's harnessing this community's voice to decide what we promote next. For audience finding, we're better at matching users with experiences than before. Our discovery algorithm now prioritizes intentional engagement, reducing accidental clicks and joins. This improves recommendation accuracy, makes a better experience and gives impressions to all of you. We also enhanced search with a machine learning-based tech stack that better understands user intent. So let's say you search for driving simulation. Now you'll find more relevant results like cross simulators or everyday driving. And lastly, we implemented real-time recommendations. So a Roblox user now gets more relevant suggestions instantly during their session with up to the second inputs. Next, I want to talk about how we tap into culture on Roblox. We already focus on helping hidden gems get discovered through curation and platform events that celebrate this community's uniqueness. Our Chief Product Officer, Emmanuel will come on next to share with you shortly. But we also see that Roblox culture is greatly influenced by charts, and we've seen a lot of excitement for the return of genre sorts. You may have all seen in May that we revamped the Discover page with charts, making trending genres more accessible through various sorts. That page now includes top trending, up incoming and various genre breakouts, driving user taste and diversifying what people try. And charts are just for discovery. We know that you monitor the trends and use them to inspire your next creation. And so we're continuing to invest in them. Later this year, we'll add more filters like breakdowns for country, device type and new sorts. And I'm excited that we're working on revamping the genre taxonomy to include unique Roblox subgenres. And we'll also update the genre picker. So you all can express a preference. We'll hear more about this later this year. Let me talk about a creator agency. It's a really important principle for us. It's important that Roblox provides you tools to grow your audience and to understand your experience. And we've introduced new tools and are announcing more today to help you do just that. The most successful experiences host live events for their players. So we've improved how we support and showcase experience events. In June, we introduced larger thumbnails, and we streamlined an easier setup, and to enhance visibility, events will soon appear in group pages, be highlighted in detail pages, and be periodically featured on the homepage. And later this year, we're going to enable something super cool, place specific events, which allows you to teleport users directly into your latest updates, super powerful. We've also rolled out notifications to enhance user engagement. In March, we launched the Experience Notifications API, which includes a permission prompt. This allows you to send alerts for moments like a high score or to highlight a major update. And it's a powerful tool for helping you reengage and reactivate millions of users. We've also spent a significant time improving tools for thumbnails, the gateway into your experience. Currently, you can only display 1 thumbnail globally on the home page, and that makes it hard to pick just one that will resonate with everyone. And then if you have to translate it, it even gets more complicated. So that's why we're excited to announce the launch of Thumbnail Personalization, available in the coming weeks. With it, you can upload multiple thumbnails and will automatically target the right one to the right user using factors like age and genre. And you'll also be able to review performance metrics and figure out which user cohorts those thumbnails resonated with best. But there's more. We're also announcing thumbnail translation within our automatic translation system. This optional feature will recognize text and thumbnails and offer you translated versions that maintain the original font style. It will be available later this year, supporting Latin-based languages with more languages coming next year. I'm so stoked. Lastly, let's cover tools for user acquisition. We've upgraded sponsored ads by moving into a higher position with new promotion formats available to all of you. David mentioned earlier that we increased impressions available for sponsored ads driving up on the home page, over 8% by the end of Q2, up from 1.6% in Q1. And last month, we introduced search ads, a new ad format that allows you to promote your experience by reaching people based on their search terms. Ads are ranked based on their likelihood to convert and will take the highest converting ones and put them higher in search results, making them more compelling and relevant. We think it's a powerful tool to help you reach your ideal audience effectively. With so much going on to help you get discovered, I want to take a moment to invite someone to stage who actually knows a thing or 2 about getting discovered. You know him from many games that have together generated over 5 billion views, including games like Dusty Trip. Please welcome the one, the only, Jandel. Great to have you on the stage, bud.

Unknown Attendee

attendee
#151

Thank you, Greg. Hello, everyone.

Greg Hartrell

executive
#152

All right. I want to ask you few questions. First, tell us how you got started on Roblox? Why did you choose it?

Unknown Attendee

attendee
#153

Yes. Back in 2017, I found Roblox. I was just playing Natural Disaster Survival a bunch. I thought it was hilarious, had a great culture. And then I just created a game [indiscernible], like Unreal Engine and Steam are really how do your games own. So yes.

Greg Hartrell

executive
#154

Awesome. Look, I want to talk about Dusty Trip. It's a shade under 1 billion visits right now, you're getting close. What's the story of Dusty Trip?

Unknown Attendee

attendee
#155

Yes, I think we had 998 million today. So pretty close, but sadly not enough. Yes. So the original creator reached out and asked me to buy it. I saw a lot of potential in the game. The first update we did, we just fixed a bunch of first-time user experience issues and then late the next week, the game was on 40,000 concurrence. And yes, it was crazy. We just updated weekly. We finally did a live event, and we peaked at 575,000. Yes, I was just insane.

Greg Hartrell

executive
#156

Congratulations. That's such a good story. Look, another question is let's do the quick story of how you help get Dusty Trip discovered. Tell us a little bit more.

Unknown Attendee

attendee
#157

Yes, I think Roblox has like pretty great discoverability. Like I think like a good game, we'll get you 95% the year. We really focus on great icons, great game icons. And we really have a big focus on replay ability. So all our updates are always focused on how do we build more retention into the game, especially in Dusty Trip's case.

Greg Hartrell

executive
#158

Makes a ton of sense. Retention is so important. Last question I have for you. What advice would you give creators who have similar aspirations to yourself?

Unknown Attendee

attendee
#159

This is like kind of a great advice, I reckon. I reckon this, make as many games as you can, like, I don't think I'm necessarily like very talented or anything. I've just made so many bad games, eventually made a few good ones. So that's the advice I give everyone, just make a ton of games, listen to your community and update weekly.

Greg Hartrell

executive
#160

Stage wisdom. Jandel, thanks for your insights. Everybody can give it up for Jandel. All right. There was a lot about discovery. But before I go, there's one more thing. There's no way we can talk about tapping into robot's culture without a critical ingredient, music. Who loves that we can share music socially on Roblox. Walking around with boomboxes? What about genres built on songs from amazing artists. It's a pleasure to reveal today in a very Roblox way. We're bringing public music tracks back. Our vision is for Roblox to become the destination for a music -- for immersive music experiences sharing and discovery. Imagine 80 million users for helping you discover the next breakout music star trend. Let's dive in. First, we partnered with DistroKid, the widely popular music distributor used by solo musicians, bands, DJs, producers with over 1 million tracks from independent artists, will support their catalog for artists that still have the rights to their music and to distribute across platforms. And if you have the rights to your songs, you too can use DistroKid to upload to Roblox. The DistroKid artists we've spoken to are stoked. We think it's going to be a boon for them and creativity on Roblox. We're excited to share a little preview of these tracks from DistroKid, featuring the O Holy Night and The Strange Ones. I want to do a quick shout out to creators ev1 and AllowSleep from TDD3, and the Clipped team for their contributions. Check this video out. [Presentation]

Greg Hartrell

executive
#161

It's so awesome. Word on the street is the Holy Night will be performing at the Roblox Innovation Awards after party tomorrow. So go check it out. Look, in the next few days, over 10,000 tracks will become available to all Roblox creators with hundreds of thousands more well on the way. The store will feature new music sections and the ability to search for new songs and browse a range of genres. This is perfect for boomboxes, background tracks or any music-based mechanics you can imagine. We can't wait to see what you'll create with this. Next, I want to talk a little bit about how music listening and discovery will work on Roblox. Later this year, we're launching a What's Playing Feature. Whenever you hear an eligible track, you'll see a brief toast that will tell you what the title and artist is of the song with the ability to upvote and support your favorite artists. And we've also introduced -- or we will be introducing the first ever Roblox Music Charts within our Charts product line, featuring top music experiences and the most popular songs. This is a place where we hope to find the future breakout artists and a place for music experiences to get more visibility. You'll start seeing the basic chart later this year with a road map into next as a key way for the world to discover new music and see what's trending on Roblox. These 3 key platform changes create a flywheel that helps up-and-coming artists get discovered and enables music through experiences to thrive. By bringing together the open music ecosystem and Roblox's creator ecosystem, we're bringing music to life in fresh and exciting ways. And it's a future where artists can get discovered right here on Roblox and one day go viral. All right, folks. So exciting. Look, that's all for today. We're thrilled to bring back music and to unlock even more ways for creators and now artists to get discovered on Roblox, pushing Roblox to the forefront of culture across every genre. Have an awesome RDC. Thank you.

Operator

operator
#162

Please welcome Roadblocks Chief Product Officer, Manuel Bronstein.

Manuel Bronstein

executive
#163

Wow, such an amazing day so far. I hope you've been enjoying as much as I have. I always appreciate this opportunity for us to get together to network, to learn, and to celebrate our joint success. Because it's your work and your creativity what has made this platform relevant and amazing for millions of users around the world. And it's been a monumental 12-month with huge user engagement and monetization growth driven by new experiences, updates to existing experiences, alter items, tools, videos and everything you've been creating. We crossed an incredible set of milestones in the year, more than 280 billion visits to Roblox Experiences in the last 12 months, what was already a huge number, grew 26% year-over-year. And more than 65 billion hours of engagement on the platform. That's 20% year-over-year. Just if you want to do some calculation, that 7.4 million years of engagement, enjoyment, socializing and learning on the platform. And today, I want to celebrate the creators and creations that are breaking milestones. Of course, the list cannot be comprehensive or will be here for many days. But we want to share a few with you. So if you heard from David today, on our path to 1 billion, connecting 1 billion users on the platform, we want to rally towards a phenomenal milestone. 10% of all global gaming revenue flowing through Roblox and shared with the community. To accomplish that, together, we will work on expanding and growing the existing game genres that are doing phenomenally well to their own platform, while expanding the platform capabilities to enable more and new genres and creators to scale and succeed. So let's start with 2 set of genres that are very, very well known in our platform, Roleplay and Avatar Simulation and Obby Platformer. This continued to grow at an amazing pace and it's not just the OGs. For example, Toofan favorites surpassed major milestones in the last year. They were created, launched and achieved close -- more than 1 billion visits in less than a year. In Roleplay and Avatar Simulation, you guessed it, Dress To Impress. It's a game where you have 5 minutes to dress a part, walk the runway and become a top model. But of course, I don't have to tell you that because many of you have already tried the game. And in Obby Platformer, this game has a favorite title of all time, Obby But You're On a Bike. It's a super, super for Obby, you have to complete 100 levels and you guessed it, you have to do it on a bike. So I want to give a huge round of applause to this again for the milestones they achieved. Now let's talk about 2 other categories that are mainstays of the Roblox platform. Known and beloved games in simulation and survival keep thriving. They've been updating often, they've been participating in platform events. In simulation, Bee Swarm Simulator released their annual Christmas update, Beesmas. Actually, they did it in July and they're almost approaching 3 billion visits today. And in survival pressure, a horror experience, yes, relatively new horror experience on the platform is on a submarine inspired by games like Thor, Iron Lung, and other on the platform, went from 0 to close to 1 million daily active users in over a month, let's give them a round of applause. All right. Let's talk about sports. Anybody who play games, sports is a huge gaming category, especially on PC and console where Roblox does really, really well. And we're seeing great momentum of the genre in the platform. It's been growing 35% year-over-year with great experiences like Basketball Agent with flagship play, games on 5v5!, and is closing more than 300 million visits today. On Title Box and Game, I love this one. It lets you file in styles, less smash and hitman, and it has approaching 600 million visits on the platform today. And based on our favorite sports at my house, probably the only soccer gaming, which I could beat my kids, Super League Soccer, it's bolstered in more than 500 million visits today. Let's give them a round of applause. Now the sport genre is thriving on the platform. In the second quarter of this year, we saw more than 18 million searches for sport-related topics on Roblox. People were searching for broad things like gymnastics, pool and billiards, and volleyball. We also heard people searching for very localized content because they want to play with their local teams in their local competitions, in their local stadiums. I'd love to see this category continue to thrive and bring the vibrancy of sports more and more to Roblox in the coming year. Now let's talk about another great game genre, Racing. Racing bring accelerating competition and simulation of cars and vehicles. And the community has produced some great, great experiences here. Vehicle Agents with more than 1.5 billion visits on the platform and Drive World with more than 200 million visits on the platform. They both lets players customize their cars before they take it out to a spin in the track. And as you heard today earlier, Driving Empire with close to 1 billion visits -- 1.5 billion visits has established partnerships with great car manufacturers so that you can drive a Lambo in their experience. Let's give them a round of applause. And like sports, the racing category is also growing on the platform and people want more. We saw more than 15 million searches in Q2 of 2024. And people are searching for things like stunt and driving tricks, they're also searching for localized content like Japanese Train Simulation, blending some genres like Roleplay, Simulation and Racing in one. I want to see us continue to invest in this one and see that racing category grow in Roblox. Now let's talk about shooters. Shooters is one of the largest gaming category across the world and across devices with first-person shooters, third-person shooters and of course Battle Royale. We're seeing great incursions on the platform in this category. You heard about Rivals earlier. It launched in May of this year. It's also already surpassed more than 400 million visits, and it lets you fight it out in 1-v-1 or team matches. And of course, we hear earlier Jandel on the stage, Gunfight Arena, where are you? Okay. It was created less than a year, about a year ago, and it has already surpassed more than 400 million visits. And I believe it recently released a new map, and I want to go check it out. So if you heard earlier today, we're making investments on the platforms in things like performance, matchmaking, our Avatar systems and more so that we can envision the creation of these games in sports, in shooting, in racing, something maybe like a 100-person Battle Royale taking the platform for a storm. And I'm sure that people in this audience and people listens out there are going to be the ones creating those. Now let's talk about our avatar items and avatar creators. Our marketplace community and our avatar item community is thriving. Total monthly earnings have increased 61% year-over-year in June of 2024. Of the nearly 15,000 3D avatar item creator accounts, the median earned 1,500 robots in the month of June, and we continue to invest. In April, we opened up marketplace for everyone, and we took your feedback, we listened to it, and we did so thoughtfully to ensure the growth of a healthy ecosystem. And the results have been phenomenal. Just in the month of June, 4,800 new creators joined the platform. But more importantly, this growth has been additive, and this is exactly what we wanted to see. The creators who were originally in the program before we open up saw their earnings growth accelerate from 30% year-over-year in March to 50% year-over-year in June after we open up the program, proving that actually making this marketplace and the items and bringing more people in just make the marketplace and the consumption of those items better on the platform. And the creativity and the breadth of the greater community is unmatched. Here's a glimpse of some recently created avatars and items by our community. These are unique avatar bodies, look at the attention to details. [indiscernible], I don't know if you're here, but pretty amazing work. And favorites in marketplace, hair and shoulder accessories, love the fantastic creations by ECGG and [ KPOS ]. I want to give them a round of applause, and I want to thank all of our avatar item creators. And a personal favorite this year, [ Capi Mara ] Maria Capi was made by Brazilian creator, Kyle Barn. Kyle's story is inspiring, like many of yours. He is one of the first Brazilian creators to join the UGC program, and today, he has more than 19 million sales on the platform. Please join me in welcoming Kyle to the stage. Welcome, Kayo.

Unknown Attendee

attendee
#164

Thank you. Doing great. That's as far as my [ coaching ] will go.

Manuel Bronstein

executive
#165

All right. Super excited to have you here and your story is so inspiring. Why don't you share with us, how do you got started as a UGC creator and what changes it brought to your life?

Unknown Attendee

attendee
#166

Yes. So my journey started in 2010 when I started playing Roblox for the first time. And then 6 years later, I started learning 3D modeling. And in 2019, I enrolled in the designer -- design course. And I met a friend there, Guillermo, who showed me that the Brazilian [ DevRel ] was organizing competition where there was a spot to become a UGC creator. After winning that, I managed to buy a new PC. I bought a house, an apartment. I moved out of a really dangerous neighborhood in Rio de Janeiro. And I retired my mom. I'm paying for health care for all my family, and also paying for an educational financial. All thanks for Roblox.

Manuel Bronstein

executive
#167

Out of words. Lots of inspiring stories. And maybe now that we are here, you've been hearing everything we're talking about, what are you most excited for your future on Roblox?

Unknown Attendee

attendee
#168

Yes, thanks to the RDC last year. I met a couple of friends, and we are starting -- started making games together now. Slowly, we are learning together what we can do to make the games fun and hopefully, we can release it this year. And because of that, how I started by -- starting game design, I kind of fell in love with game design. So I want to invest more time in there and see if I can make games even like funnier even more entertainment. And lastly, I want to give back to the Brazilian community, and I want to find small creators in Brazil that are in the same situation that was in, and I want to invest in their games and help them accelerate their program.

Manuel Bronstein

executive
#169

Amazing, Kayo. Thank you so much. Anything else you want to share with us today?

Unknown Attendee

attendee
#170

So before I go, I have a gift for you. Since you guys like so much Capybara, I mean that Venezuela one for you.

Manuel Bronstein

executive
#171

Oh my god. Thank you very much. Kayo, thank you. Okay. Have a Venezuelan Capybara. I'm going to worry tomorrow all day. All right. Before closing up on the marketplace section, I wanted to share something new we've been working on. We want to allow our creator community to begin to merchandise full avatar bundles in the marketplace. That's going to allow creators for the first time to pair avatar bodies with closing and accessories and sell them in the marketplace, reflecting full looks. We've been testing this to date, and we're seeing great demand for people to buy these bundles, and I can wait to see how your creativity shows up in this space. Now we've been talking about experience creators, avatar item creators, but we cannot forget the creator store creators. This is a very meaningful part of our ecosystem. Of all the experiences created and updated in the second quarter of 2024, more than 25% of them use at least an asset from the creator store. The creators of plug-ins, assets and more, and reach our platform and make creation a lot easier and faster. And if you remember last year, I was on stage, and we announced a move from the greater store from Roblox to real currency, and we were going to share 100% of the revenue, net of taxes, net of processing fees with our creator's community. Yes. And since launching in April of this year, the creators net earnings under creator stores have more than 2.5x. That's a change from before these changes. And I wanted to highlight some of the plug-ins, stopped selling plug-ins of last year, and many of you probably use them. Moon Animator 2 to create stunning animations. UGC Makers Toolbox to turn mesh parts into accessories. VFX create lighting patterns like firewalls and explosions, and that is to our editor for you to view and edit your data story even when you're not a studio. We continue to see a lot of opportunities here. Think about people building performance profiling and optimization tools or someone building MPC configuration and Dialogue3 setups or maybe release management and more. Now our community has grown well beyond our platform. And we have some outstanding influencers in the audience, don't we? Where are you? Okay. Maybe a few here. With more than 1 billion views of Roblox video content, every single day on platforms like YouTube and TikTok, live streaming of Roblox content is at an all-time high, and it's a global phenomenon. I really want to thank our influencer community for the fun, entertaining and informative work they do on our platform every day. We have 5 streamers that are going to be streaming the Roblox innovation awards, the RIAs in multiple languages. I want to thank KreekCraft, who's going to be streaming in English, Robinhood in Brazil and Portuguese, [ Avac ] in German, ROI23 in Espanol and [ Malazan and Hunsa ] TV in Korean. Thank you. Thank you. Thank you. People are going to love watching this. And now speaking of influencers. For a while, we try to convince our influencer community and our creator community to bring back platform events -- oh wait, wait, wait -- it was the other way around. You all told us you wanted events back on the platform. It took us some time, but will listen. And in 2024, we did 4 so far, 4 platform events, each of them bringing new games, new innovation and new mechanics, the hunt, the classic, the reas and the games. Yes. I want to thank all the creators, all the influencers who made this advance successful and possible and all the participants. And I want to thank Twin Atlas for the phenomenal job creating unique true to Roblox event hubs. And with that, I want to share something with you. I have a little surprise coming something I'm very, very excited about. All right. You may have just said, our next event is going to be spooky one. It's Halloween event. Keep your eyes open. It's coming soon. I want to thank you all for an amazing year for all the work you've done. I'm excited about the future that we're going to bring together in 2025. And I want to bring back Dave Baszucki to stage to close it out. Thank you.

Operator

operator
#172

Please welcome back, David Baszucki.

David Baszucki

executive
#173

All right. Well, what a morning, wow, that was really fun. I secretly know the name of that event. It is going to be awesome, and we're going to show off some new tech. So the tradition, right, every year, we check in on the predictions. Last year, we finished the first set of 5-year predictions. We hit 70%, 7 out of 10. We're going to give you a heads up of where we're tracking this year. It is year 1. So let's start bringing them up. These are going to close in 2028. If you see a green thumbs up, I'm estimating we're still on track. If you see yellow triangle, we're a little bit in the edgy zone. If you see red, we're not there. Good note, there's no reds, okay? And they're pretty ambitious predictions. Okay. So number one, oh, great, I can read them right here. So Roblox is a Fortune 500 company. Uses Roblox for recruiting. Full green here because Roblox uses Roblox for recruiting. And given our current growth trajectory, both revenue, DAUs, bookings, enterprise value, we will be a Fortune 500 company. So "Green". Okay. School curriculum already coming, and we had this vision of language as well. You saw some hints of the vision to give you real-time translation APIs. This may come either school systems or consumer, but we're still green on this. The next one, this is the edgy one, right? It gets picked up in the press. The policy and safety team told me this isn't within our current policy right now. So that said, we do believe with ID validation and all of it. I'm still very optimistic. I'm just going to have to work with the policy team and safety. So we're going to do dating on Roblox. And so I'm still optimistic, but I want to be a little conservative here. Okay. Roblox employees use Roblox more than video. Still optimistic on this. You're seeing in the background on proof and quality, really finishing and driving all that we started. Video, high-quality animation, motion capture, stay tuned for that. So we're still optimistic on this one. Universal civility metric that shows for most players. Civility is increasing over time. This is really huge for us and everywhere on the platform, whether it's text to video, we're getting a lot smarter at nudging, at kind of helping people learn what to do better. So we are optimistic that someday we will publish a civility metric on Roblox. Physical merge, you just saw it today, okay? So we just announced the Shopify integration. We're going to integrate with others, feeling very green on this one. The next one is a little more difficult. My family has seen -- been playing Roblox for 18 years. So I'm going to make this one yellow just because this one is a little tricky. But we are driving to a vision where 1 billion people use Roblox literally every day to communicate as well as play. So we're keeping this green not yellow. Top fashion designer discovered on Roblox without any experience. There's a couple already that are moving in this direction. We have some great designers integrating with Walmart. I got a great backpack yesterday. You'll hear more about that. So very optimistic about this. And we could actually imagine that discovery possibly happening within a fashion experience on the platform. Our musician will perform live to 1 million people, absolutely. You just heard our commitment to music. And when we couple that with real-time tracking, which won't just be faced, it will be body and ultimately, whole body. This will be very possible. And then finally, you've -- we've all seen some of the valuations that have been put on your studios. And if we together capture 10% of global gaming content on Roblox, this one just naturally follows. So feeling really good about that. So, okay, it's been really exciting to hear what you've all been working on. We are going to take a little break for lunch. After lunch, you're going to hear from Nick and Tian on how our tech can help you build great experiences. We're going to have a full 1-hour open mic BuilderMan QA. So whatever you've got, goofy, spicy, edgy, things we haven't heard about, lineup, we want to hear it. Enjoy lunch, and we will be back in a while. Thank you all so much. [Break]

Unknown Attendee

attendee
#174

Please welcome, Roblox Vice President of Engineering, Nick Tornow and Vice President of Product, Tian Lim.

Nick Tornow

executive
#175

I'm Nick and I lead Engineering for the Creator and Engine Groups at Roblox.

Tian Lim

executive
#176

And I'm Tian, I lead Product and Engineering -- Product for the Creator and Engine Groups at Roblox. And we are super stoked to be here at RDC 24 in sunny San Jose.

Nick Tornow

executive
#177

Same Roblox, new row location, get hype. How is everyone loving San Jose?

Tian Lim

executive
#178

I appreciate that it's better and warmer.

Nick Tornow

executive
#179

And there's more space for [ booths ] and networking. So hopefully, you get to meet some new people and get to ask and get answers to more of your questions. Since last RDC, we've also both taken on the engine group, and we're still ramping up.

Tian Lim

executive
#180

It's been a lot of fun. I got to tell you, learning about the deep dark inner workings in Roblox. But it's also been super inspiring to think about the sheer amount of innovation and deep architectural thinking that has to go into building an engine that works so well across so many platforms and provides so many core primitives for this amazing ecosystem.

Nick Tornow

executive
#181

That's right, making a platform that scales all the way from low end to Android to high-end PC, that's social co-experience, out of the box, instant deploy, practically infinite server scaling, that's still easy and fun to build on. Well, it's harder than it looks.

Tian Lim

executive
#182

That's exactly why things like inclusion calling that Josh talked about earlier, took us a while. We did not take the easy way out because if we did, that would have been more work on you. Now last year, we introduced the concept of the creator hierarchy of needs. It starts with a rock-solid platform with stability, performance and quality at a base, then we need to fit your workflows and ensure that we're building in a way that scales with your team size, complexity and external tools.

Nick Tornow

executive
#183

And all of that sort of table stakes. On top of this, we focus on accelerating creation or moving friction at every step of the process, so you can focus on what only you can do, which is creating fun and inspiring experiences for our users all over the world.

Tian Lim

executive
#184

And throughout this process, we want to make sure that we're all working together, communicating with mutual empathy, transparency and accountability so that we can be good stewards of the platform together.

Nick Tornow

executive
#185

This framework continues to map to our areas of focus where we're spending most of our energy, hardening and solidify the platform. And we hope you're seeing that in the product. We're going to go through each part of the pyramid step-by-step, progress to date and what you can expect, but we're going to start with the how. Let's start with transparency and accountability.

Tian Lim

executive
#186

That's on the left side of the pyramid, not the bottom. So earlier in the day, you heard about our focus on performance and quality like improving memory management with harmony to reduce crashes and improve low-end Android performance.

Nick Tornow

executive
#187

This reprioritization has meant we've had a delay in some of the features we announced via the creative road map or at last year's RDC. So features like New Voxel Lighting, Accessory Adjustments, R16 -- R6 to R15, Conversion Tools, Terrain Improvements and Avatar Movement Improvements all had to be delayed so that we could put performance and quality front and center.

Tian Lim

executive
#188

It's so important. We're going to keep reiterating we saw how engagement and [ monetization ] were negatively affected by crashes. As David said earlier, our fixes this year have added 300 million hours of play time per user to your experiences. So moving forward, perfect stability are guardrail metrics for us. We want to launch features only if they don't cause regressions.

Nick Tornow

executive
#189

And as we've adapted, we've tried to stay really transparent with you all with our quarterly created road map updates, especially when things get delayed. We also held 3 creator AMAs focused on areas that we know are of great importance to you like Discovery and our economy. And we have one more plan in a couple of weeks. Thank you all for your participation in these AMAs and the hard-hitting questions. Please keep them coming.

Tian Lim

executive
#190

That's right. Keep it spicy, please. So with all these changes, accountability time, let's review what we added to the road map last RDC versus what we did. You sure you ready for this now?

Nick Tornow

executive
#191

Well, we just talked about accountability. So yes, I think I'm ready. Hit me.

Tian Lim

executive
#192

Okay. So we delivered 59% of what we said on time, another 11% delayed slightly. About 1/4 is still delayed, but the remaining 5% are still on track to be delivered on time.

Nick Tornow

executive
#193

It just shows how hard it is to predict the work of more than 2,000 people precisely. We won't always get everything right but we promised to keep you in the loop when things get delayed. And sometimes, we might have to pivot, especially when we learn something from working with you all.

Tian Lim

executive
#194

Speaking of which, I think last year, we announced Luau File Syncing on stage. And I recall shining a bright light on you playing angelic heavenly music for the moment. I have photographic proof of it right here.

Nick Tornow

executive
#195

No. I don't remember that. I think I was going like this because I weren't really sure.

Tian Lim

executive
#196

Yes.

Nick Tornow

executive
#197

Okay. It's time for mea culpa. We haven't yet shipped...

Tian Lim

executive
#198

Wait. I've got a new sound effect for the moment.

Nick Tornow

executive
#199

As we were building it, the feedback we're getting from the community was that we haven't gotten it quite right. So we've returned to the drawing board and we're focused on making it feel really great. We plan to release a prototype to get your feedback very soon.

Tian Lim

executive
#200

Now let's take a moment to talk about stewardship. I mentioned that we are all stewards of this platform together. And in the spirit of transparency, I want to address an unspoken elephant in the room. We're all -- we all see that we're in an evolving platform. And we recognize that sometimes it feels like there's a tension between the rich past and traditions of Roblox and its future.

Nick Tornow

executive
#201

The reality is we all want something slightly different from Roblox. But we think that's great. We want to build a more diverse and broader ecosystem that appeals to more users and has more experiences in avatar styles.

Tian Lim

executive
#202

And so you'll notice that many of our announcements this morning are geared towards enabling and rewarding this increased diversity. We hope that talking about genre evolution, unmet demands, new music, launching more ways to earn through the affiliate program, more rev share from paid access. We hope these things inspire you to try out some new things and maybe bring in some new users to the platform.

Nick Tornow

executive
#203

After all, the more we can grow our user base through more diversity, the more success we can bring to more creators.

Tian Lim

executive
#204

So you've all seen how Roblox are growing. Last quarter, daily actives, up 21% year-on-year, experiences with more than 1 million daily actives, up 25% year-on-year. You're all doing incredible work in reaping amazing success, and we're so proud of all of you and of the small part that we play in it.

Nick Tornow

executive
#205

With that success comes increased responsibility and scrutiny. Remember, we're building this platform together. So we should all be aware of how our actions represent the community and Roblox as a whole. We have these stewards together.

Tian Lim

executive
#206

Right. We're becoming a more global platform with more experiences becoming hits in more countries. We have users from over 190 countries and regions visit us every single day, 61 countries represented right here in this room with more joining virtually. Now this brings -- this is just an amazing opportunity, but it can bring additional complexities, which I'm sure many of you have seen the headlines about.

Nick Tornow

executive
#207

To help we're committing to improve our communication around global developments affecting the platform. And we're going to build tools to help you navigate an increasingly complex geopolitical landscape.

Tian Lim

executive
#208

So for example, some countries have different standards for depictions of violence and crime. And so one path we might take would be to create dynamic content ratings. So in the future, an experience may have different ratings in one country versus another. So this can help maintain your ability to reach a global audience, with the least amount of effort while still respecting local laws and regulations.

Nick Tornow

executive
#209

Stewardship is about working together to foster a safe and civil environment for everyone. You all have amazing communities around your creations and having healthy communities requires rules and active management.

Tian Lim

executive
#210

And historically, we haven't really given you much help to manage your communities. But that's changing. We're building tools you can use to control unwanted behaviors in your experiences. So a few months ago, we launched the Ban API to let you remove users from your experience with real-time alt detection, so we could identify and prevent alts from rejoining your experience.

Nick Tornow

executive
#211

Any guesses to how many people you all banned since we launched at the end of June?

Tian Lim

executive
#212

Anything?

Unknown Attendee

attendee
#213

10.

Nick Tornow

executive
#214

Very close. We've seen you ban over 2 million accounts in your experiences, including alts since this rolled out.

Tian Lim

executive
#215

So clearly, you have the power to enforce your rules. I hope you use that power well, but we also hope that your users become more civil in your experiences as a result of it. Now last month, we also launched a ban management dashboard in Creator Hub so that you would have a UI to manage your bans.

Nick Tornow

executive
#216

And we're continuing to work on eliminating bad actors across the platform with efforts underway to prevent review bombing and extensive ongoing work around anti-cheat.

Tian Lim

executive
#217

Okay. I want to take a beat to remind everyone, if you're using content in your experience that you did not create, please make sure you have permission to use it before publishing. Now to help you with this, we are actually working on a program to help you connect with rights holders more easily as well as brand partners. In the meantime, there are a growing number of companies out there that can help. One example of those is GeekOut, who are here today. For those of you don't know -- all right guys have some fans. GeekOut helps facilitate Roblox development projects with top Japanese intellectual property, like one of my favorite animated all-time Attack on Titan. So GeekOut were the ones that helped facilitate this contest, but they've also helped bring other IP to Roblox.

Nick Tornow

executive
#218

And if you want [ great ] music, you can try out any of the thousands of new tracks we got as part of our [ district kid integration ] which Greg walked us through earlier today. And if a branded experience, you can work with a company like STYNGR to help you get top artists on to your experience.

Tian Lim

executive
#219

Now if you've been dealing with IP issues, you've probably been having a rough time. Staying on top of all those legal notices or DMCA claims, we've heard your concerns, and we're working on making things better.

Nick Tornow

executive
#220

Our work here is centered on the rights manager. And soon, you'll be able to see all the claims you filed and all the claims filed against you and work through them before they become legal issues and before they strikes on your account.

Tian Lim

executive
#221

We also know there's a lot of marketplace content out there, some of which you probably wish you could take down or maybe didn't know you should take down. So we recently announced just this past week, a proactive archival process, they will archive some of these Avatar items for you without any consequences.

Nick Tornow

executive
#222

Now we know there's a lot more work we can do here, and we're working super hard on it, so please stay tuned. All right. Let's get to the actual pyramid. The base is the foundation we all need to succeed. The foundation needs to be rock solid. If you're creating on a shaky foundation, you're probably tearing your hair out or using language only appropriate for 17+ experiences. And there's nothing that erodes a foundation more than bugs.

Tian Lim

executive
#223

I don't know. Have you ever forgotten to anchor all your parts in the model?

Nick Tornow

executive
#224

Me? That seems very unlikely.

Tian Lim

executive
#225

I don't know. I think I have a clip of your cabin here. I'm sure this has never happened to anyone here before, right?

Nick Tornow

executive
#226

Okay, maybe that one time. We're improving our testing procedures, so bugs don't get out. But when they do, we want to work quickly to triage, prioritize and resolve anything that does.

Tian Lim

executive
#227

In the past year, we've closed more than 3,300 creator submitted bugs. This includes closing 4x the number of studio bugs versus the same period a year ago.

Nick Tornow

executive
#228

Get the bugs. We're not done by any stretch, but we hope you feel like we're being more responsive in doing a better job of resolving the bugs that you care about. Please keep the reports coming. We're on an extermination mission.

Tian Lim

executive
#229

Don't you just hate it when you try to do something in studio, your machine just hang? We do too. So I'm pleased to say that we've reduced studio hangs since the beginning of the year by 60%. This effectively doubles the amount of time you can use studio before encountering a hang.

Nick Tornow

executive
#230

Another type of interruption we've addressed is when the script auto completion tool times out while type checking. We've implemented a fix that has reduced these time outs by more than 90%.

Tian Lim

executive
#231

We've also improved the P99 speed of creator store and inventory search by over 50%. So that should speed up everyone's workflows.

Nick Tornow

executive
#232

And as we improve performance, you all can build bigger and richer world, supporting more and more players. And this brings new problems, but these are the types of problems that we really like. You've shown us how slow studio can be when you try to open large place files. And since last RDC, we're excited to share that we've made Place Open Times 33% faster at the P90.

Tian Lim

executive
#233

If you can't tell, we're trying to make every touch point in studio more responsive so you can iterate faster because we know that iteration is the amazing superpower studio. You can play test your experiences so quickly, no compilation of deployment is necessary. And we're excited to say that we've made the P50 or median play test time, 62% faster and the P90, 48% faster since the beginning of the year. If we keep this pace up, we'll save you all over 1 million hours of time per year. I'm just waiting for play test.

Nick Tornow

executive
#234

1 million hours. That's what, like 100 years?

Tian Lim

executive
#235

It's 100 years. I think that's barely enough person hours for someone here to go build a better Elden Ring on Roblox.

Nick Tornow

executive
#236

So we're investing a lot to harden the platform. We hope you'll see and feel that. Things are getting more solid. But when we say rock solid, and we're talking about hard rocks like granite. So there's still many, many places that need work. And we want to hear from you about what's most important. In order to help with that, we're opening up bug reporting on the dev forum to hundreds of additional people every month.

Tian Lim

executive
#237

Now everything we've talked about thus far has actually been the result of an internal company-wide program to address your top pain points, which we literally and unimagined if we call the creator top pain points program. It's led to some of your favorite improvements, though, things like group revenue sharing, the Ban API or the improved transparency on discovery.

Nick Tornow

executive
#238

And we hope you feel the difference. We'll continue to push on every top pain point we can.

Tian Lim

executive
#239

So moving up the pyramid. We want to build tools that solve your use cases and scale with you as you grow an ambition, vision, team size. These tools need to integrate with your third-party tools as well. Now part of that was the Luau File Syncing, which we've already harassed Nick about. But we're also thinking about how we can help you manage, collaborate and iterate even faster on your experiences.

Nick Tornow

executive
#240

So let's start with assets. You all create a ton of assets. If we look at the top 2,000 creators by time spent, the top 50% of those have more than 1,600 assets and the top 5% have more than 14,000 and assets each. That's a lot to manage.

Tian Lim

executive
#241

What you do with it all.

Nick Tornow

executive
#242

Show of hands, who thinks the current asset manager is amazing?

Tian Lim

executive
#243

You can tell us how you feel, really, who thinks it could be a whole lot better? Sure. Okay. Look, you need to be able to organize your assets to find them easily filter and search. So we're working on a completely redesigned asset manager, built to handle your scale. It's slated for beta later this year with a full release in 2025.

Nick Tornow

executive
#244

You will be able to easily organize your assets into folders and labels, and we're going to even layer in semantic search. So instead of having to search for assets based upon their exact file names, you can search for something like chess pieces, to find all the chess pieces in the list and drag them in. Or so you want to add some plants to your experience, you could search for shrubbery, see a bunch of different plants, drag in a shrubbery, drag at another shrubbery. As part of this, we'll be deprecating the existing asset manager and migrating user inventory out of toolbox and to the asset manager.

Tian Lim

executive
#245

You have a lot of shrubberies in your asset. Now as you expand to more collaborators, having a clear line of sight about who did what becomes a lot more important. Who moves my cheese? Who want to incurred all my cabin parts. Last week, we started rolling out the ability to see a history of your collaborators activities and configuration changes in your experiences. Judging by your reaction on dev forum, this is something that you've all been really looking forward to, especially those working on bigger teams. Now we're just getting started here. This capability will become a lot more powerful as we add more activities to it.

Nick Tornow

executive
#246

Activity history is great. But soon you'll also be able to leave notes, annotations and comments and studio for your collaborators so they can better understand your work or what they need to pick up next, or you can apologize about that egregious half, you just dropped into the experience.

Tian Lim

executive
#247

And if you forget to comment or just plain lazy like me, we've got you covered. This past summer, we launched the ability to generate an AI-powered summary of package changes right there in the packaged diff window. And we're also working on adding AI-powered chain summaries for scripts as well. So Nick doesn't have to read my code anymore.

Nick Tornow

executive
#248

Now shifting gears from Studio to Open Cloud. Last year, we showcased a new Open Cloud API that let you change scripts, and we showed it, you could update a Google sheet and it would update your store and your experience. Today, we're really excited to share what we think is an even much more powerful new Open Cloud Engine API, which will let you run arbitrary luau script in the cloud on a running server. Among other things, we think this will allow you to run automated tests heedlessly as part of a CI/CD process, and we're really excited to see what you do with this capability.

Tian Lim

executive
#249

Now another power tool for great experiences is creator analytics. Who's here who likes to creator analytics stuff going on. Yes, that's here for Analytics team. We continue to push super hard here. We want to give you more and more insights into how your creations are doing and what you can do to iterate to success. Let's talk about some of the updates. So as you probably all noticed, we've upgraded the experience overview page to give you a bird's eye view of all your KPIs so you can quickly identify which KPIs you need to focus on. We've also rolled out new economy and funnel analytics to help you optimize the inputs to your KPIs. So you can see sources and syncs for different currencies or where people are falling off onboarding or becoming a buyer.

Nick Tornow

executive
#250

Now since we've rolled this out, we've seen over 700 creators take advantage of these new APIs. Experiences like Adopt Me!, Blade Ball and Jailbreak use these analytics to optimize everything from their onboarding funnels to their end game economies. For example, the team behind Fabled Legacy!, a popular dungeon crawler improved their onboarding funnel by 50%, improving their retention and revenue.

Tian Lim

executive
#251

And today, we're excited to announce that we plan to ship the ability to track customer events. So you can track things like UI interactions or Quest progression in just a few weeks. To learn more about our new analyst features and to hear some real-world tactics from top creators like [ Valdex ], Twin Atlas or Sawhorse, come to the analytics session tomorrow.

Nick Tornow

executive
#252

So analytics. And it's not just experience analytics that are getting better. We're also expanding our analytics for avatar items to include item-level insights such as buyer demographics. How much of the publishing advance you've recouped on those items, item sales locations and more.

Tian Lim

executive
#253

Now we also want your experiences to perform better as well. So we've been improving the micro profile. So to help you better identify performance bottlenecks, we've added memory X-ray mode and submarine flamegraphs. So x-ray mode highlights memory allocation hotspots as they are located and the submarine flame graph helps highlight tasks that maybe by themselves may not be expensive, but if they're called frequently enough, can become a real drag on performance.

Nick Tornow

executive
#254

And earlier this week, we launched more breakdowns of summer performance data. So you can break down memory and CPU usage on the server by engine categories. And we mentioned earlier that we used to have this fixed amount of RAM that RCC could use, and it's now scaling based upon the number of players. This will allow you to have worlds with more and more players, richer and richer worlds.

Tian Lim

executive
#255

You've heard all day about our focus on low-end Android and to help you know if you have a crashing problem on these devices, we'll show an insight on your experience overview.

Nick Tornow

executive
#256

That was a lot. But we want to hear what else we can do to help you understand and improve performance in your experiences. Later today, after the [indiscernible] in Q&A or any time tomorrow, please come visit our debug performance booth downstairs to speak with our engine engineers and talk performance. We also recommend checking out the session tomorrow using Roblox tools to improve performance hosted by MrChickenRocket himself.

Tian Lim

executive
#257

Yes. ChickenRocket. Okay. Continuing our track up the pyramid, we want to help you go faster by making things more intuitive, eliminating or helping to automate those really boring mundane tasks. We're going to free you to work on what matters for your experience.

Nick Tornow

executive
#258

So earlier this year, we rolled out a beta of the new NextGen Studio UI. Our goal is to make it easier for you all to use and customizable for your workflows, and your feedback has really been helping us continue to iterate and improve studio.

Tian Lim

executive
#259

And to help kickstart those first few steps of creating a unique experience, we've been creating new templates, like racing, laser tag and a first-person shooter system, more recently, a new platform at template. So we hope that these can inspire and teach everyone some new tricks. Now we have many more templates on the road map, but we're actually more excited that soon, we'll make it easier to discover community-created templates right there in studio. A few weeks ago, we also added visualization modes to studio. It's a little menu in the upper right of the view port. You can quickly toggle various debug modes and visualizations to augment your workflows. So for example, you can quickly visualize collision fidelity, highlight those anchored parts or just your camera speed to travel long distances more quickly.

Nick Tornow

executive
#260

We also noticed that many of you are rolling around 2D spline solutions. So we decided to add native capabilities to create edit and visualize 2D spline in the studio. Some exciting examples of what you've already created, including an audio visualizer, a polygon generator, and we can only imagine what other creative users you'll find. All right. Let's talk about Data Stores. One of the things we've heard time and time again is that Data Stores need an upgrade, having to prevent things like concurrent rights, handle all the different failure modes and ensure consistency is a lot of work, and it's hard to learn.

Tian Lim

executive
#261

So we're working on updating Data Stores to handle some of the challenges that you've had to manage. So we'll be defining standardized schemas and higher-level APIs for common use cases like managing player inventories, stats, lives ops and more. We're also going to handle session locking and retry logic. Lastly, we're also going to build a data store explorer so you can quickly find and edit keys for debugging or maybe customer support.

Nick Tornow

executive
#262

Okay. Shifting gears to Avatars. Earlier this year, we beta-launched Avatar Auto setup to help save you hours or maybe even days of time rigging, caging, skinning, segmenting your avatars.

Tian Lim

executive
#263

And what you're seeing in this video is the workflow. Arbitrary measures can be imported, automatically rigged and then [ queued in ] studio with animation or clothing previews. Now we've actually seen a good number of the bodies published to the marketplace rigged in this way, and we plan to continue to improve auto setup. We'll be enhancing integration with external digital creation tools, will support partial setups and we'll provide editing tools in the studio so that you can fine-tune the results.

Nick Tornow

executive
#264

Speaking of Avatars, we did finally open up creation to everyone. And very quickly, you all created so many unique and expressive Avatar items. I especially like this frog.

Tian Lim

executive
#265

However, after being live for a bit, we heard your feedback that maybe our modest delayer policy was a little too stringent, yes? You evidently thought it was silly that the frog had to wear underwear. You know what, we agree.

Nick Tornow

executive
#266

So we're happy to share that as of last month, we removed the requirement for modesty layers on certain Avatar types such as an animate animal avatars. And we've updated our docks with clear examples of do's and don'ts. So now your frog avatars can be in their cutest and most natural state. Fully liberated, no modesty layer required.

Tian Lim

executive
#267

Free the frog. Okay. That's enough for that.

Nick Tornow

executive
#268

Hallelujah.

Tian Lim

executive
#269

Now more seriously, we do know that there's still some problems with 2D clothing and modesty layers. We're aware, and we're working on it. Now we've also made huge improvements to selling avatar items inside your experience. So with the bulk purchase API, you can curate full outfits or bundles of accessories inside your experience. And users can then purchase them all in one single transaction.

Nick Tornow

executive
#270

And we're working on ways to make it easier for Avatar creators to build their own experiences. We have a shopping experience template in the works for later this year.

Tian Lim

executive
#271

Now all this creativity in Avatar's did create some interesting challenges. We've heard from some of you that it's getting really hard to deal with the variance in player Avatars can now be dramatically different in size. Makes it hard to build fair competitive experiences. So we're working on giving you more control over these avatars coming into your experience.

Nick Tornow

executive
#272

You'll be able to control the scaling and the hitboxes. So no need to maintain custom allowing [ deny lists ] for unique Avatar items. You'll be able to preserve people's self-expression and identity while still achieving your creative vision.

Tian Lim

executive
#273

I really was hoping I could stay a tiny Stick Bug in Gunfight Arena.

Nick Tornow

executive
#274

Sorry to break it to you. We're working on rolling this out by early 2025.

Tian Lim

executive
#275

Okay. So we're at the top of the pyramid. Over the years, you've created so many fun and inspiring experiences. Your creativity, ingenuity and unique sense of humor continue to amaze us. We want to give you even more tools to make the platform more fun for everyone by connecting global audiences, allowing for new and novel forms of expression and bringing your ideas to life much faster.

Nick Tornow

executive
#276

Speaking of something fun, how about being on a server with thousands of people or hundreds of people all over the world, speaking different languages, but being able to easily understand it all. We've been busy shipping translation solutions to help connect everyone and make it easier for you to reach a global audience. We shipped automatic chat translations earlier this year, and we estimate that within every month, and we'll take just June as an example, we're translating about 17.5 billion messages. We see that when people are able to communicate, they're more likely to stay engaged to help each other and even spend Roblox.

Tian Lim

executive
#277

That's right. We've also had experienced translations for a bit, but it was only if you had created your experience in English. So this year, we shipped omnidirectional experience translations. So it's the ability to translate your experience from any of Roblox 16 languages to any of the other. And since launch, more than 20,000 non-English experiences have been translated.

Nick Tornow

executive
#278

Lastly, we [ ship ] translation feedback. This allows anyone to provide feedback on translations. And we've seen more than 12 million pieces of feedback submitted already. We've also heard that you need even more flexibility for translations. If you have an experience that relies on dynamic content or user-generated content, this is particularly acute. So we're working on a real-time translation API that will allow you to us and we'll send you back a translated version of it in real time, this is coming by the end of the year.

Tian Lim

executive
#279

Now as Craig mentioned earlier, we're experimenting, we're translating your experience thumbnails and icons. And in the long term, we actually want to help you translate any inexperienced image that contains text. The goal of this, of course, is to make your experiences more accessible to the global audiences. When this launches, as Craig said, it will be completely optional. You have full control over whether you want to use our image translation or not.

Nick Tornow

executive
#280

Okay. So we announced these next 2 announcements on our Creator Roadmap just last month, and we saw a lot of excitement on the dev forum. So first, let's talk about Text-to-Speech. With text-to-Speech, you can unlock new types of content and narrative styles. You can easily add narration or speaking on PCs. Here's an inspirational video we created working with the Clip It team that shows off some of this upcoming feature. All the voices were synthesized by us. [Presentation]

Nick Tornow

executive
#281

All right. That's pretty cool. So this is going to launch early next year.

Tian Lim

executive
#282

Next is Speech-to-Text. Imagine the ability to do voice commands with an API that's transcribing the voice stream. So this next clip, which Craig team helped us put together, envisioned what it might feel like using Speech-to-Text for voice commands. Let's see what he was thinking. [Presentation]

Tian Lim

executive
#283

It's just a vision video, but we think it's super possible. And frankly, I would have shot first close the door after. Now switching gears a bit. You know what else is fun, instant gratification. So with tools like assistance, text-generator, a material-generator, which just went to full release this past week, you were able to prototype and test ideal ideas much faster. Now let's be honest. When we launched assistance late last year, it was pretty limited in what it could do. If you asked it to open the pod-bay doors HAL, it will probably say, I can't do that.

Nick Tornow

executive
#284

Then just last month, we had this ability to assist and to run [ CamemBERT ] scripts, and it unlocks a whole bunch of new capabilities. And now if you ask the assistance to open the doors, it will open it on the spot. [Presentation]

Nick Tornow

executive
#285

It's good that the AI is following instructions. So it's getting to where assistance could really come in handy. Everything from quickly duplicating an asset and arranging it into a pattern to organizing content into folders or bulk editing properties, even helping you clean up your explorer structure.

Tian Lim

executive
#286

That would be super helpful. My explorer structure could use them cleanup.

Nick Tornow

executive
#287

Yes. If it's the place for I'm thinking of, I think it may be beyond repair but good luck. So Anupam demonstrated one capability earlier today. When you change the street lights, they turned on and off depending on the time of the day. But there's a ton more you can do with this capability, and we're just going to give you 3 more quick examples to just get you thinking. So first off, let's say I want to set up a team system from my experience where I want players as they join to be assigned 1 of 4 teams, we'll call them red, blue, green and yellow. And what you're going to see on the screen here is user [ Slimfandango ] joining over and over. And every time he joins, he gets assigned a different team.

Tian Lim

executive
#288

And all the code was generated by the prompt at a script to make a system of teams, red, blue, green yellow and assign each player randomly to a team. So that's what this is. He's red, now he's yellow, now he's green. So easy team system with no code.

Nick Tornow

executive
#289

Another example, let's say, I'm building a 2D puzzle game, and I want to have like a top-down view. I can ask assistance out of script that locks the camera in a top-down view of the player and follows the player, keeping the player in the center of the screen. Assistant will generate that script right for you, and you have this capability added to your experience. Assistant can even generate UI elements, so you can ask it to create a drop-down of 5 elements, and Assistant assistance will pop it into your scene. Now one of the really cool things about Assistant is that it helps you and it complements you. You can go back and forth between direct manipulation of your code and data model and the conversational AI of the system. It's not one or the other, and you can use the right tool for the job to get to your creative vision.

Tian Lim

executive
#290

Now last year, we showed an example of using Assistant scene creation and [ theming ]. At the time, it was just a mock and illustrative, and it was just filling out the scene adding any kind of behaviors. Today, we're going to show you the currently live Assistant, not a mock, a real demo can help -- how we can help you fill out your scene and bring it to life and add to mechanics. And because just like last year is close to Halloween, we'll be building another spooky scene.

Nick Tornow

executive
#291

So let's start off with the basic nature seen. We've got little campfire and some mossy pillars. It doesn't look very Halloweeni, though, it's way too green and bright. So let's change that. I'm going to ask assistance to change the grass color in terrain to brown.

Tian Lim

executive
#292

Now let's place some skulls. We're going to use this prompt base a pile of 2 to 4 skulls around the base of each mesh that has prop pillar in its name.

Nick Tornow

executive
#293

Cool. And Halloween so maybe we've got some pumpkins, place a pile of 3 to 5 pumpkins around the base of each mesh that has prop pillar in its name.

Tian Lim

executive
#294

So green smoke will be cool. So add green smoke around each mesh that contains prop pillar in the workspace.

Nick Tornow

executive
#295

Spooky. How about some fogs, select 2/3 of the trees and add some fog in that space.

Tian Lim

executive
#296

It's still a bit bright.

Nick Tornow

executive
#297

You're right. Let's change that, change the time to 8:00 p.m.

Tian Lim

executive
#298

Let's add some zombies. So the prompt will be "randomly select 1/3 of the trees and insert zombie underneath it, attach our script to the zombie that makes it chase the player when it's within 3 studs".

Nick Tornow

executive
#299

Okay. This is getting good. Let's play test it.

Tian Lim

executive
#300

There are the zombies.

Nick Tornow

executive
#301

Not looking good for that guy.

Tian Lim

executive
#302

Well, I think because we forgot to spawn some weapons. Oh, man, [ Tommy ] is gone. Rearrange some spawn weapons.

Nick Tornow

executive
#303

All right. So we -- we set this up a bit presentation, but the raw cut was less than 3 minutes to go to add that style and all that interactivity to the scene.

Tian Lim

executive
#304

So this stuff is real, that's really useful. If you want to learn even more about how to get the most out of Assistant come to the create and ship faster with AI and collaboration session tomorrow morning. They're going to be breaking it down even more. That was a lot of stuff, man, we done yet?

Nick Tornow

executive
#305

Well, not quite. We got one more thing. And we're really excited to share it with you. We're going to talk about matchmaking. The matchmaking system instantly connect players to servers, and it does a great job at that. But one thing the matchmaking system hasn't done historically is account for more competitive experiences.

Tian Lim

executive
#306

It's just no fun as a new user to a competitive experience to join and just constantly get frags as soon as I joined cause I haven't gotten good.

Nick Tornow

executive
#307

It depends if you're the fragger or the fraggie.

Tian Lim

executive
#308

And sadly, I'm always the fraggie these days. However, we're excited to give you more control of matchmaking process with custom matchmaking rules. So you'll be able to group players based on skill level, preferred experience mode. For example, if you prefer team play versus free for all. Anything else you can dream up.

Nick Tornow

executive
#309

So what you can see here is a creator defining attributes on their users and servers, building rules with those attributes so they can group people, for instance, here by their Elo score. But you could also group by other things like languages or interest, pretty much anything you can imagine. And you'll have analytics to help you understand how your rules improve engagement or other KPIs. We're working on rolling this out by early next year.

Tian Lim

executive
#310

So I want to bring this back all together and go back to the audacious thing that David said at the beginning of the day. We think that we can help you, your work, your creativity become 10% of the global gaming market.

Nick Tornow

executive
#311

Roblox is so special. There's lots of magical ingredients that give us confidence that we'll get there. We're social out of the box. We have an Avatar that transcends experiences in games, we have an amazing set of community created avatars that are uniquely you. We have crazy distribution you can deploy to practically every device around the world with a one-click published and you have speed, you can iterate daily with nearly 80 million daily active users faster than any other app or game devs in the world.

Tian Lim

executive
#312

But the most special piece is you. You're the magical ingredient, your passion, your willingness to give back and support each other. Last month, more than 25,000 creators worldwide got together for Roblox Inspire. This is our renamed Roblox Connect virtual event. You all held over 21 workshops in 11 different languages designed especially with newer creators in mind. And you were all very curious. You asked more than 2,000 questions, and the content has been viewed more than 28,000 times on YouTube so far.

Nick Tornow

executive
#313

Then the following week, over 700 creators participated in the Roblox Inspire 2024 game jam challenge. Submitting more than 300 games. Congratulations to the winner, [ Rockcrok ] fan club, the one with their rhythm experience with cool 2D characters, party crash. And we're continuing to host more greater events, check out what's coming at events.roblox.com.

Tian Lim

executive
#314

Your contributions go beyond events. You help each other all year round. Since RDC last year, you shared more than 50,000 posts in the help and feedback section of the dev forum, working together to find answers for all those common questions. And can you believe this number you've created more than 270,000 models and 600 plug-ins on the Creator Store, it's crazy. Truly, I can't thank you enough for your dedication to this community. So we want you to exercise your creativity and get out there and show the world what great Roblox content can look like.

Nick Tornow

executive
#315

Creators in conclusion. Our job is to help you succeed. So next up, we have the [indiscernible] and Q&A. But after that, and all day tomorrow, please stop by the booth downstairs to visit some of our product and engineering teams, test out some of the new features and give us feedback on what you need to do your job better. Thank you.

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