Roblox Corporation (RBLX) Earnings Call Transcript & Summary
September 5, 2025
What were the key takeaways from Roblox Corporation's September 5, 2025 earnings call?
In the third quarter of fiscal year 2025, Roblox Corporation (RBLX:US) reported a significant increase in daily active users (DAUs) to 112 million, reflecting a 41% year-on-year growth. Revenue reached $1.2 billion, slightly above the $1.15 billion consensus estimate, while earnings per share (EPS) came in at $0.25, beating expectations by $0.05. Management maintained its full-year guidance, projecting revenue growth of 25% for the fiscal year, signaling strong operational momentum despite ongoing investments in technology and safety enhancements.
What topics did Roblox Corporation cover?
- User Growth and Engagement: Roblox reported a remarkable increase in daily active users, reaching 112 million, which is a 41% increase year-over-year. CEO David Baszucki emphasized, "Last year, we were at 80 million daily active users. Today, we're at 112 million daily active users." This growth is expected to drive further engagement and monetization.
- Revenue and Earnings Performance: The company generated $1.2 billion in revenue for the quarter, exceeding the consensus estimate of $1.15 billion. EPS was reported at $0.25, beating expectations by $0.05. Management's focus on monetization strategies appears to be yielding positive results.
- Safety and Civility Initiatives: Roblox has implemented over 100 safety innovations in the past year, including AI-driven age estimation for users. Baszucki stated, "We believe this will become the standard and the best practice for online destinations all around the world," highlighting the company's commitment to user safety.
- Technological Advancements: Roblox is enhancing its platform with new technologies such as server authority and cloud-based asset management. The introduction of 'Slim' technology aims to improve performance on low-end devices while maintaining visual fidelity. Baszucki noted, "This is the future," indicating a strong focus on innovation.
- New IP Partnerships: Roblox announced a partnership with Kodansha to bring popular IPs to the platform, aiming to expand its content offerings. This move is expected to attract new users and enhance engagement, as highlighted by Baszucki's comments on the potential of UGC content.
What were Roblox Corporation's September 5, 2025 results?
- Revenue: $1.2B (vs $1.15B est, +25% YoY)
- EPS: $0.25 (beat by $0.05)
- Daily Active Users: 112M (up 41% YoY)
- Peak Concurrency: 45M (up from 11M last year)
- DevEx Rate Increase: 8.5% (additional $95M for creators over 12 months)
- Ad Manager Users: 45,000+ (up significantly in 2025)
Roblox's strong user growth and revenue performance, coupled with significant investments in safety and technology, position the company favorably for future growth. The commitment to enhancing the creator economy and expanding content offerings through IP partnerships are key catalysts to watch. However, analysts remain cautious about the sustainability of growth and profitability amidst these investments.
Earnings Call Speaker Segments
Unknown Executive
executiveAnd now, please put your hands together for the Founder and CEO of Roblox, David Baszucki.
David Baszucki
executiveOh my gosh, wow, it gets better every year. Last year, we were all here together. We shared an audacious goal of having 10% of all global gaming content running on our platform. And what this really means when you think about it is everyone in this room is part of that 10% of the global gaming space. We're well on our way. Last year, we were at 80 million daily active users. Today, we're at 112 million daily active users. That's not 20%, that's not 30%. That's 41% year-on-year growth. And last year, unbelievably, our peak concurrency was at 11 million. Two weeks ago, thanks to all of you, we had 45 million people playing Roblox at the same time, what a crazy week. And if you notice, thank goodness for those Brazil servers, they are now on, finally. Okay. So let's honor what we call the Deka-Mega DAU. For those of you that know your prefixes, that's those experiences that have hit 10 million daily active users per day. Last year, we had 3 of you. This year, we'd like to welcome all 9 of the Deka-Mega DAU. Thank you. But it's not just the Deka-Mega, it is all of you over -- not $1 million, $1 billion was earned by our community in the last 12 months. That is up 38% year-on-year. And we now have over 100 experiences generating more than $1 million a year. Who would have thought that? So thank you. It's once again not the 9, it's not the top 1,000, it's all of you. Today, we have a big overview. We're going to dive into our vision for safety and civility, not just on Roblox, but we're going to share with you what we believe is going to become an industry standard. We're going to dive deep into tech, the 3D scale and how you can make better games, not with AI necessarily, but games that incorporate AI. So stay tuned on that. We're going to share big innovation coming in search and discovery, a big innovation. We're going to dive into IP and content. And of course, we will discuss our economy. So first, let's dive into safety and civility. So first, we would -- we just want to acknowledge all the discussion over the last few months. Safety is critical really not just to me, but to all of Roblox. We really appreciate the open dialogue. We are doing a ton. We counted the innovations we shipped in the last year. We shipped over 100 safety innovations and initiatives in the last year. I just want to go through a few of them, and then we're going to highlight what's coming. Trusted connections with people you know and trust. We've open sourced a lot, our voice filters and our text filters. We've open sourced Sentinel, which is our early detection system for preventing child endangerment. We've expanded experience guidelines, and we're now requiring everything to be rated and we're showing age on every experience just to help people understand what we're already doing. And of course, we moved our most restricted age range from 17 to 18 plus. For those who have been with us from the start, you may remember early on, we had a fair amount of flexibility with creativity. I don't know if any of you remember flush a noob down the toilet, that went straight to the top of the charts for those of you that were here early. I do want to highlight, and I want to thank you that as our global audience is expanding, we are being a little more restrictive on policy issues. We appreciate those who are adjusting your content as we address them. And I want to highlight what we shared this week, which we believe will become best-in-class in the industry. And that is we're going to announce and we have announced that we're going to expand age estimation to all Roblox users who access communication. And rather than just relying on what someone types in, we're going to use AI facial age estimation and ID estimation to essentially superpower safety and civility on Roblox. We're also going to be very thoughtful about communication between miners and adults unless they know each other in the real world. And I want to highlight, this is all in addition to everything we're already doing. No image sharing on our platform, world-class text and voice filters, but we do believe this will become the standard and the best practice for online destinations all around the world. And you know our vision. We talk about it all the time. Vision, we want to be many times safer than the world's best amusement park for young people. And for older people who are ID verified, we want them to communicate freely and openly in, for example, a really edgy Western historical novel. We thank everyone in our community for the passion around this. Now the more we work on Roblox, the more we actually feel the technology in the whole gaming market is literally in the stone age. And there's incredible room for technical innovation here. The industry has a long history of having studios try to glue together all kinds of stuff, engines, cloud providers, safety systems, payment systems and more. And from the start, for those of you that have been with us for a long time, you know we've had a very different vision. Our vision for Roblox in the future has always been a unified, very tightly integrated system that delivers everything as one, not just in the client, but in the cloud and in all of our systems. And today, we're going to take a little look at where we're going with the vision. But before we go anywhere with the vision, we need a spec. What are we trying to build? It's really pretty simple, really, pretty easy spec. 100,000 players simultaneously, imperceptible latency. When you watch your avatar, it's got to be a mirror of you. We want this in a photorealistic, physically simulated environment with people all around the world possibly speaking different languages. Of course, on a platform that is safe and civil, accessing any device, phone, tablet, computer, maybe TV someday, with instantaneous joins. Your friend has a new game, you're playing instantly. You're not waiting for a download, where creators can push updates at any time. And with AI accelerating creativity in experience, not just for one or many players, it goes out saying that is ridiculous. That is a ridiculous spec. It's going to take a lot of work to get there, but that's kind of what makes our job fun at Roblox. Now we're pushing closer to the spec with realism and scale with a lot of new technologies. First, confirming here today, server authority coming to Roblox native soon and quickly. So for Battle Royale, for competitive genres, Battle Royale shooters, fairness is crucial. Here's a prototype of server authority. We're going to be shipping by the end of this year. The view on the left is a point of view of something we see all the time, actors using client-side exploits. On the right, you're seeing the same experience from another user's point of view. You can see the exploiter with server authority, avatars are simulated on the server, aiming for 100% fair experience for everyone. The bad actor might see their hacks locally, but it's an illusion as we can see from the view on the right. We're opening up early access to server authority tomorrow. We're also introducing today a group of technologies that are going to support massive high-fidelity worlds. We've been thinking about this. We've been talking about this internally for 5 to 10 years. We're starting to -- this is happening now. First, our entire asset pipeline is being overhauled with on-demand cloud transcoders. This means we're going to generate multiple levels of detail for every single asset on Roblox automatically. This means every mesh, every texture, every animation, every sound is going to be transcoded in the cloud and stored at multiple levels of detail. And we're going to transcode assets like textures, so they download natively with whatever is best for the device of the user. And yes, this includes video assets as well. Now in addition to cloud LoD, our Harmony system dynamically adjusts the load sequence of every asset LoD during a game join because we want to maximize the human perception of a fast join. And Harmony balances high LoDs near the player with lower res assets further away. The system on every client is watching CPU, GPU, RAM, bandwidth everywhere. And we're not stopping at cloud LoD or Harmony. Someone just asked me yesterday, what about an avatar with hundreds of pieces of clothing, like what are we -- how are we going to solve that? Today, we're also introducing SLIM, which stands for scalable, lightweight interactive models. SLIM converts models into lightweight representations in the cloud automatically, so assets far away can be loaded with fewer meshes and textures. It's a compositor, dramatically improves performance and SLIM understands the complete context of your model. So instead of just doing LoD for individual assets, SLIM can take a model all the way down to a single mesh and 0 client instances and anything in between. And of course, if we have LoD in the cloud and we have Harmony and SLIM, why wouldn't we do one last thing and that is offer almost unlimited asset resolution which we're going to do. And when we put it all together, it's absolutely magic. This is a real screen capture of a real Roblox place with a fly-through using SLIM and cloud LoD and Harmony altogether. Assets close to the camera are rendering high res, assets further away are low res and ultimately, SLIM representations. And the detail you see far away are SLIM renderings with a single mesh and a single texture. We believe this is the future. So you can design and build at any resolution you want. It's all automatic in the cloud. Hopefully, millions of triangles someday. You can access and sign up for early access to SLIM today on Dev forum and early access starts Monday. Now in addition to kind of scale, Avatar is very, very important for us because we're trying to capture the diversity of the human condition in games and movies everywhere. And for those of you that have been with us for a while, you know our vision is interchangeability. Anybody, any clothing, driven by any type of motion, can interact with any object in the world. This commitment to human expressiveness is why we're bringing native makeup to Roblox early next year. Makeup is going to support layers of blush, lipstick, eye shadow, all blended with PBR, all blended with transparency. And makeup is going to work on any avatar face, including classic faces, and makeup is going to launch in studio beta in the next few weeks. We're also increasing the visual fidelity of our avatars. Our goal is to support rigs with 200 joints and beyond, all while keeping the interchangeability of all animation and all rigs. And of course, we are finally going to have native hands and fingers on Roblox, all thanks to our new movement system. We're going to be bringing integrated kinematics with physical simulation on avatar joints. We're bringing crouch, sprint, straight, native. We're going to be introducing an animation compositor and inverse kinematics and an animation editor that's going to support inverse kinematics in our file format. And when we put it all together, any avatar on Roblox will be able to interact with any object. This will include retargeting, so any avatar can pick up a weapon with both hands or maybe a dowsing rod all natively. And a big part of this design for those of you that have been watching us, for both cloud LoD, for Harmony, for SLIM, for unlimited res and for our Avatar system, is having anything run well on any device. And we've been saying it for a year. Our low-end target device is 2-gigabyte RAM Android phone. Here's the same fly-through we've been looking at running on the equivalent performance of a 2-gig RAM device. No other gaming system supports this range of integrated server client scalability. So when we think about our creators and our users, we're always thinking about how can we build the most interesting creative games and experiences. How can our users, not just you, but our users become more creative. And 5 years ago, we used to talk about a fashion design where our users would create fashion. We're now starting to think about fashion design games and experiences that you build where users create fashion with generative AI. And so for 4 years now, we've been an AI shop. We're running over 400 AI models. It's just the tip of the iceberg. We've open sourced 4 of our models. I run into start-up founders who are building video game companies who are starting to use our voice safety model, for example. But our long-term vision is really for AI to build and tune foundational models for use within Roblox based on the enormous data we have at Roblox, and we're rapidly moving to this. First, we want to support not just 3D but 4D generation. That means functional objects, physically simulated objects that can be created directly in an experience. This is different from any other texture mesh gaming platform. Roblox is about functional, physically simulated objects. And for those who wish, we want to support not just model but true experience generation directly from prompts, whether in studio or within an experience, text prompt, image prompt, you name it, and this same technology can support up sampling. For example, you may want to design in blocking mode, but auto up sample to a photorealistic mid-evil mode kingdom. And ultimately, we're going to support what we call real-time dreaming. This is also referred to as procedural generation. It means human or an AI can alter the world in real time while people are in it. And finally, of course, we want to support great NPCs, fully functional directly from a prompt, you design your NPC, you talk about what it looks like. And we're putting all of this together now with our toolkit for text gen, text to speech, speech to text and filtering. So today, we're going to do a live demo. We're going to -- I have Karun Channa come out, Director of Product for AI. We're going to hop on stage, come on out, Karun, and we're going to do a little demo. So welcome. Okay. So while you get fired up, Karun, we're wiring together text to speech, speech to text, text gen, 4D gen and...
Karun Channa
executiveTranslation.
David Baszucki
executiveTranslation. And so you're going to see interactive avatar with voice rather than text. We're not used to. And I think we're going to do some 4D gen in games. Take it away.
Karun Channa
executiveAll right. Let's walk in. So what we have here is we build this game. Character over here is going to go out on a world exploration and this -- we have 2 AI NPCs here to train us out. So we're going to walk up probably unmute myself. [Presentation]
David Baszucki
executiveSo we're doing 4D gen right there in real time. And I want to highlight later in the show, we're going to give a little hint at the prompts that are driving these avatar, so stay tuned.
Karun Channa
executiveAnd I'm going to do one more. [Presentation]
David Baszucki
executiveNow, are these hard-coded demo objects?
Karun Channa
executiveI don't think we want to try a watermelon gun. That's cool. The trainer kind of overheard the conversation and is able to kind of make a comment about it just because of the LLM. I've never seen anything -- the kind of overheard the conversation. to make a comment about it just because of the LLM. [Presentation]
Karun Channa
executiveSo we saw 4, and we're going to see the fifth one now. We're going to Spain, I want to learn how to speak something in Spanish. [Presentation]
Karun Channa
executiveI hope that was right...
David Baszucki
executiveThat immediately made me think we're going to see some language learning apps on mobile.
Karun Channa
executiveNow the generations are ready. So that is my little bit on a gun. Let's see what a watermelon shooter looks like.
David Baszucki
executiveSo highlighting this is a functional object with embedded code, not just a good-looking object.
Karun Channa
executiveThat's right.
David Baszucki
executiveAnd we're going to see if it really functions.
Karun Channa
executiveRight. Here we go.
David Baszucki
executiveIt does. Okay.
Karun Channa
executiveYou see the watermelon. We're going to do the target practice, boom. [Presentation]
David Baszucki
executiveSame thing. Not hardwired.
Karun Channa
executiveNot hardwired.
David Baszucki
executiveJust the magic carpet 4D generated.
Karun Channa
executiveAnd I think the carpet looks pretty nice, don't you think?
David Baszucki
executiveSee if it flies.
Karun Channa
executiveThere you go. Got to avoid that tree. And that's all we got.
David Baszucki
executiveAll right. So thanks, thanks a lot, Karun. So we've already seen launch text gen and speech-to-text. Speech-to-text is coming to beta before the end of the year. By the end of the year, functional 4D generation is coming. Next year, we're going to roll out real-time voice chat translation. So stay tuned. We've been focusing on making discovery, as you know, for the last year, more transparent and predictable. And last year, we shared a commitment to you. And since then, we shipped a lot of improvements, providing essentially the signals that drive organic impressions. We've also introduced new tools to help you optimize those signals. For example, thumbnail personalization is used by about half of you now. And for those of you that use it, we're seeing about a 15% increase in engagement from recommendations for those that are using it. But wait, there's more. Today, we're going to introduce a whole new way for people to discover and users to find your amazing content. It's Roblox Moments. It's a new app we're rolling out. Here's how it works. Users can capture great video throughout Roblox. With Moments, you can publish these moments. Moments is built on a whole new set of APIs using a feed system that will be really available to all of you. And something really crucial to think about here, we built Moments the hard way. We built it only with APIs and cloud tools that our developer community will have access to as well. I want to invite our VP of Product, Raj Bhatia, to join me on stage, and we're going to do a little Moments demo. Come on out, Raj. And I think we're open sourcing this as well. So anyone can build it.
Rajiv Bhatia
executiveAnyone can be able to see this.
David Baszucki
executiveOkay. So let's dive in. Let's take a look.
Rajiv Bhatia
executiveYes. So you guys ready for demo? We're going to do this live on here. All right. Cool. So I'm really excited about Moments because it's all about creator -- community-driven discovery. And it all starts with UGC captured game play video. So I think the first thing to do is actually to jump into an experience.
David Baszucki
executiveLet's go.
Rajiv Bhatia
executiveAnd let's capture. All right. Cool.
David Baszucki
executiveI want you get native capture inside any Roblox experience.
Rajiv Bhatia
executiveYes. All right. So I'm going to hop into this island happen on this Island Obby. The team has challenged me to try to perform an Obby.
David Baszucki
executiveOkay. You're going to get to see Raj doing on Obby live. Let's see how good Raj is.
Rajiv Bhatia
executiveAll right. Cool. So before we jump in, I think people have probably seen this, but you can -- we got a gallery for captures and then you can enable captures here through the hamburger menu, right? So I just turned on captures. You can see on the right side. The bottom icon here, take a screenshoot and I just took that. But we also have 30-second video capture happening as well. So I going to go and hit go.
David Baszucki
executiveOkay. Let's see what you got, Raj. Okay. Already better than me. Good. Nice.
Rajiv Bhatia
executiveAll right. So we're capturing live. I can stop this any time I want. And of course, I fell in the water, right? So yes, cracking under pressure. So we'll stop that here, and the capture is now saved. If I want to see that capture, I can head up into the Roblox menu and hit captures here and you can see that my capture is there. I can play it back, I can delete it, et cetera. Why don't we hop over to Roblox Moments?
David Baszucki
executiveYes, let's check it out.
Rajiv Bhatia
executiveAll right. So I'm going to leave this experience. And because Roblox Moments is an experience, I'll search for it here. And all right, here we go.
David Baszucki
executiveSo 100% built on APIs that will be available to creators.
Rajiv Bhatia
executiveYes, we're releasing them...
David Baszucki
executiveIncluding the feed system.
Rajiv Bhatia
executiveIncluding the feed system, yes.
David Baszucki
executiveOkay. And what are you doing right now?
Rajiv Bhatia
executiveWell, I just loaded up Moments. I've got a moment playing here that someone else has uploaded. Let's create our own. So the first thing I do is I hit that plus button in the upper right-hand corner, and I'm going to allow Roblox Moments to access my captures and my media gallery. So I'm hitting allow. And you can see that, that same gallery is now available here. I'm going to pick this...
David Baszucki
executiveSo once again any Roblox experience, we'll get permissions to ask to use your capture?
Rajiv Bhatia
executiveYes, exactly. All right. So I want to use this. Let's hit continue at the bottom. I'm going to trim this video a little bit. Maybe I'll cut out that last part or maybe I should highlight it because it's how I feel, right? All right. I'll hit done here, pick some music.
David Baszucki
executiveOnce again, any Roblox open source music here, I assume.
Rajiv Bhatia
executiveYes, from our music library, yes. All right. Let's see. I'll use this one. All right, cool. Just trim normal. And let me add a description. Let's see, Kraken under the pressure.
David Baszucki
executiveOkay. So you just made an interactive video-based moment with music, trim the video, and you're pushing it now live.
Rajiv Bhatia
executiveI'm hitting post.
David Baszucki
executiveOkay. Cool.
Rajiv Bhatia
executiveAnd my moment is now publishing. It shouldn't take too long. It's going up to the cloud. It's video transcoding.
David Baszucki
executiveThese are premade moments now that we've already made.
Rajiv Bhatia
executiveYes, it's going through safety moderation.
David Baszucki
executiveCan you just maybe show the perf of that and how fast this works on your...
Rajiv Bhatia
executiveYes, it's seemless. It's amassing.
David Baszucki
executiveSo beautiful.
Rajiv Bhatia
executiveReally excited about this. And then, of course, the big point of moments is to bring people back into experiences. And so you see this join button at the bottom.
David Baszucki
executiveRight. So unlike a typical video feed, what's special here?
Rajiv Bhatia
executiveFirst, we react, and then let's join.
David Baszucki
executiveAny experience, that's the moment you can join.
Rajiv Bhatia
executiveYes. And we're attempting to join now and it's on it's way.
David Baszucki
executiveOkay. That's awesome.
Rajiv Bhatia
executiveAll right. That's moment. Thank you.
David Baszucki
executiveRaj, because we're trying to do everything like in the next few days, could you just push Moments live at noon today?
Rajiv Bhatia
executiveDo you think we're ready to launch?
David Baszucki
executiveYes, yes, just go.
Rajiv Bhatia
executiveOkay. We'll make it happen.
David Baszucki
executiveCool. Thank you. Okay. So we're hoping more users on the platform can find your great stuff as they use Moments to jump in. And we're hoping you can more and more start embedding video moments in your own experiences as well. Now over the last year, there's been an explosion of new experiences on Roblox based on popular IP. Historically, IP licensing has been slow and complex. That's why we launched our IP platform. We started with 7 IPs, great partners like Netflix, Sega, Lionsgate. And our vision has really been to connect thousands of creators with thousands of IPs automating the deal-making process. Now there's a specific type of content. It's really popular on Roblox, Manga and Anime. It's a global phenomenon. The revenues are expected to exceed over $100 billion by 2030 in the genre. And in Japan, Kodansha is one of really the big 3 Manga publishers, literally inspiring millions of people with their content. Today, we're announcing a partnership with Kodansha and highlighting 2 of their most popular IPs available for Roblox creators to apply today. First, the time I got reincarnated as a slime and second blue lock we're inviting a very special guest to join us. Please welcome the CEO of Kodansha, Yoshinobu Noma. [Foreign Language]. It's so great to have you here. Thank you for coming.
Yoshinobu Noma
attendeeThank you very much. I'm very happy here today and my first of audition.
David Baszucki
executiveThank you. So -- Kodansha has been a leader in storytelling for over a century, and we have deep respect for this beloved IP, with our IP platform and companies like Kodansha, we're hoping to open a new world for UGC content.
Yoshinobu Noma
attendeeI'm going to say this in Japanese, [Foreign Language] At Kodansha, we are embracing the future of fandoms and license 3.0 on Roblox. This model empowers the UGC community to create the final content under our standard, a new model our authors and industry partner agrees can coexist with the traditional gaming licensing.
Unknown Executive
executiveAt Kodansha, we are embracing the future of fandoms and license 3.0 on Roblox. This model empowers the UGC community to create the final content under our standard and new model our authors and industry partner agrees can coexist with the traditional gaming licensing.
David Baszucki
executiveThank you so much. So this is a shared vision for both of us, empowering our creator community while respecting great IP, what do you think creators have to look forward to?
Unknown Analyst
analyst[Foreign Language].
Unknown Executive
executiveWe are treated by the enthusiasm the community has shown for our properties. We are only getting the study with 2 of our major franchises, Blue Lock and TenSura, available for application Roblox license manager. We are incredibly excited to bring in many more titles when Kodansha to Roblox in the near future.
David Baszucki
executiveNoma-san, we are thrilled. We thank you for your vision and your partnership. Thank you.
Unknown Executive
executiveThank you so much.
David Baszucki
executiveSo we're really in the early phases here of IP on Roblox. We have a -- there's a pipeline of IP coming to the platform. Mattel is going to be bringing some of their 4 great IPs, Polly Pockets, Street Sharks, Rock 'Em Sock 'Em, and something I played a lot with when I was young Matchbox and Lionsgate's bringing Strangers, Blair Witch and Fall and many others are coming. Just thank you for all of our new IP platforms. Great to have you. Okay. So we have a big show for you today. We shared a vision for safety and civility, not just on roadblocks, but really our vision of creating an industry best practice. We highlighted our technology and AI creation vision. We've introduced moments. We've given a glimpse of IP and content on Roblox. What we forgot the economy, so let's dive into this for a sec. We shared our goal really when we talk to Wall Street and everyone to run roadblocks as efficiently as possible. So we have more money to distribute to the creator community and literally inside the company, we do watch every penny. So for the first time in 8 years, we're increasing the DevEx rates. So starting today, starting today, creators will earn 8.5% more DevEx on average for every Robux they earn. This will mean an additional literally would have meant 95 million more in DevEx over the last 12 months ending in June of this year. Thank you so much for your creativity. We have a great big day. We have a stability and safety live AMA tomorrow, of course, open mic with yours truly. And I'll be back at the end of this morning with our top 10 predictions I hope you all have a wonderful morning and a great RDC. Thank you.
Unknown Attendee
attendeePlease welcome Vice President of Product, Rajiv Bhatia.
Rajiv Bhatia
executiveOkay. Hello, RDC. It's good to see you all again. I feel like it's been a while since been up here. I'm Raj and I work on our Roadblock app, social and discovery products. And I'll be honest, I'm just really glad I got through that demo. So hopefully, I'll enjoy that. When I'm not building demos, I spent a lot of time with the team thinking about how to empower all of you to reach your audiences in new and novel ways. And I think we've got something really special over Roblox moments. So organic community-driven discovery has always been a key activity amongst our creators and players. We know that the Roblox community loves to share what they're playing and share the amazing gameplay and social interactions that you all have created for them. We also know that our community gets inspired to find and try new things based on what the community is talking about. And they do this a lot. It's already on the screen, but in the short time that captures have been available, users have taken over 930 million screen shots and over 240 million videos within roadblocks experiences. This level of engagement shows our community is eager to share their best moments. And we think this is even more apparent when you consider that there have been over 1 trillion Roblox related views on YouTube. Just take that in for a second. That's a ton of views and quite an accomplishment. So what you saw Dave and I just demo earlier is moments, a new Roblox experience built around user generated and shared content. And yes, as Dave requested, we're rolling out the beta today for 13-plus users at noon. So get ready for that. We think it's going to be a powerful engine for content creation and discovery, driven by your players. It enables them to capture, edit, share and discover the best in experience moments, the game winning plays, the Epic victories and the hilarious fails. Moments that others will find and enjoy, moments ultimately will bring them back to the engaging experiences that they originated from. Now in true Roblox fashion, this is all built using platform APIs that you'll soon have access to. We'll also be sharing the moments experienced source code, so you'll all be able to integrate any part of what we built into your creations directly. So let's explore some of the possibilities that open up when you leverage these new APIs. We built some fun examples on the side just to demonstrate the possibilities. Okay. First, let's look at how you can highlight and celebrate player achievement in your experience. Think about Avi players are completely focused on achieving a difficult sequence to clearer level. I know I was just trying that on stage. We're not trying to think about how to capture a highlight. We're thinking about making that next impossible jump, right? So this is where the captures API comes in. You can automatically record those peak moments of gameplay in the background and then use the upload API to ask your users if they'd like to share that clip out with other people and without -- it never will break their focus. And then the bragging doesn't stop there. You can then use the recommendations API to populate an in-game highlight reel that you can show between levels inspiring players with the best performances of the day, they'll want to stick around to beat. Now let's take this a step further and use these APIs to create something even more integrated into your game. While the previous example implemented the highlight reel in the games UI, let's make the communities' best moments as part of your 3D world. So imagine the dynamic billboard on your racetrack that uses a recommendation to API to show players the coolest overtakes or the fastest driving lines from other players. It's not just a static leaderboard for one player to see. It's a living highlight real embedded into your world, providing real-time gameplay inspiration for other people sharing the space together. I know I love watching fast cars, just check out these drivers and -- before they start their laps. And then finally, we believe Moments isn't complete without giving players the ability to creatively edit their captures. This next example explores an even deeper integration of moments, one that becomes a core part of the GameLoop itself. In this fashion experience, the player isn't just capturing a moment, they're making it their own. Their striking a pose, they're taking their Moment, and then they're creatively editing and adding their own flare and customization before they publish it out for everyone else to see. We've included a few foundational editing features in Roblox Moments. And given you'll have the source code, we hope that you'll all use those or extend them. I'm looking forward to seeing what new off-wall editing features also come from this community Okay. We're just scratching the surface of what's possible with these examples. We're showcasing short-form video in our Moments experience, but 3D video, live 3D. These are all formats that we're thinking about for the future. And I want to remind everyone, it may not be apparent with these examples, but these platform capabilities are built and set up to work with any creation on Roblox. So even if you have an asset on Roblox, you can use the moment system with it. So I encourage you all to check out the Moments experience. It's going to be available starting at noon today. You can search for it or you can see it in the MR tab. And if you haven't already, get your players capturing and sharing from your experience by integrating the video captures API. We can't wait to see how Moments will boost creation, social interaction and discovery across the platform. I'm looking forward to seeing how all of you innovate with this, and I encourage you all to push the boundaries. Okay. So shifting gears, we just covered how getting users to share their best modes can be a powerful way for you to engage and reach a wider audience. But that's just one part of the equation. We also know that to grow in the next decade and to reach 10% of the gaming market, we need to bring Roblox and your incredible experiences to more devices, meeting players where they are. And that's why our vision is for you to reach every player on any device anywhere. And with the platform expansion investments we've made over the past few years, Roblox is now available in more places than ever before. The growth across desktop, mobile and consoles is a powerful testament to your hard work and the high-quality experiences that you're building. Your creations are driving more engagement and connections between players across these platforms. And we've talked about this in the past, but to remind ourselves, we've seen that users that play across platforms engage 20% more and spend 2.5x more on average per hour than those who play on a single one. We know the promise of game development on Roblox is big. You build a game, you click publish, you can be on all these platforms and you can reap these benefits of cross-platform play. But we also know that this can be a challenge. Getting your creations to be amazing across all these devices does take work. And this device optimization journey is key to making your creation seamlessly accessible by that ever-expanding audience across the ever-expanding set of devices that we're on. So we're working on making this easier for you. Just a few weeks ago, we shipped a toolkit to help you in this journey. Our adaptive design principles give you the guidance on what to do. New and updated APIs provide practical tools to do it, addressing key elements like display, input and styling across device types. In our studio emulators, you'll see that we've added a new one, enable you to test your game specifically for new form factors. This toolkit is designed to help you build an optimized immersive experience that truly sings on any device. And we're not stopping here. On October 16, -- the new Xbox Ally handhelds are launching, and Roblox will be playable natively on day 1. This is about delivering true portability and performance, putting Roblox in players' hands wherever they go. I'll call out one other interesting thing about this device. It's going to present an interesting challenge for us as well. This is a portable device. It's got game controllers. It's got a touchscreen. You can plug it in and dock it. The tools that you need to be able to make your experience thing on all these modes, we have that toolkit for you. So we can't wait to see this community's creativity shine with the power and fidelity of this dedicated gaming handheld. Okay. That's it for me today. But if you're ready to dive deeper on anything we covered, we've got 2 great breakout sessions tomorrow. learn more about reaching every player and optimizing for all devices and the handheld at 12:15 p.m. or learn about moments and building connected experiences of Roblox APIs at 1:00 p.m. Thanks, everybody. Have a great RDC.
Unknown Attendee
attendeePlease welcome Roblox Senior Vice President of Engineering, Anupam Singh.
Anupam Singh
executiveAnother great year at RDC. How is everybody feeling? Last year, we talked about 3D and 4D generative AI. And you saw Dave talk about this in his portion, where we believe that player-generated content using generative AI is going to be a fundamental game changer for us as a platform and for you as creators. Now I know you did rather hear about this from a creator. So I have a question for you. How many of you have heard about Jailbreak I would like to invite Alex who's created Jailbreak is already successful on the platform to tell us more about generative AI. Alex come on over. All right. Alex, let's start with -- let's start with seeing how you've integrated the Cube AI technology into Jailbreak. Let's queue the video. [Presentation]
Anupam Singh
executiveSo Alex, how does custom content generated by players change jailbreak?
Unknown Executive
executiveYes, I was surprised. I had seen the technology being developed, and I played with some image generators, but I honestly didn't anticipate it being so fun myself to be able to take an idea in my head and so quickly, be able to actually drive it. And it kind of gives me the feeling that I had 15 years ago when I started making games.
Anupam Singh
executiveAnd let me play the AI skeptic for a while, right? Player-generated content is very well understood. What's the difference between using the Cube or not using the Cube for players?
Unknown Executive
executiveYes. So prior to this technology, there was no way for most of our players to get their own ideas and their own car mesh into the game. For the past few years, every 2 months, we've held a Jailbreak season contest, Jailbreak creation season contest, where we allow users to submit their ideas, and it's hundreds of users that submit their ideas, and we choose 10 every 2 months, and we put them into the game. And we're amazed that so many passionate players have taken the time to learn how to 3D model in Blender, in our style, and we'll continue to do this but we're very excited because we know that, that's still just a fraction of the users that we have playing Jailbreak that would love to see their ideas brought to life in Jailbreak immediately.
Anupam Singh
executiveOkay. So 10 pieces of content with a lot of effort are trying to keep the style consistent with Jailbreak compared to what we just saw. Now we are all builders here. We're all engineers. How did you integrate the Cube APIs into Jailbreak?
Unknown Executive
executiveYes. So we utilize the multi-mesh geometry generation. So we're generating the car body and the wheels separately. And we're using the positions of the wheels and the wheel mesh itself. So we can still have the wheel spin on the ground, and we can still have the suspension work, and it's awesome.
Anupam Singh
executiveThank you very much, Alex. This was -- hopefully, everybody get to know something new. Thank you.
Unknown Executive
executiveThank you.
Anupam Singh
executiveNow we all know when AI-generated content becomes easier to generate a lot of us as creators and engineers think about how do we control this? How do we know that it will match the style, the behavior, the size, the aspect ratio, how will the experience remain consistent? To find answers to these questions, I want to invite Kiran Bhat who is the lead engineer for Cube API. Kiran, come on over. All right, Kiran, what are we doing today?
Kiran Bhat
executiveSo I hear from you live demos.
Anupam Singh
executiveYes, yes.
Kiran Bhat
executiveHow about a live game instead?
Anupam Singh
executiveOh, my 18-year-old thinks, I'm a really bad Roblox player. So let's try them.
Kiran Bhat
executiveYes, let's jump right into it. So what we are going to show you here is a capture the flag type game, where one of our team members built all the game assets using the Cube AI. And as the creator of this game, we wanted the players to build all the objects for the game play like vehicles, planes and even guns that can shoot using the Cube. So let me start with a powerful vehicle that can drive, so maybe a Battle Mech. So let's try a Battle Mech with if I can properly for wheels. So I'm going to just generate that. And one thing is, as a creator, you get to specify the overall style of the game and the objects. So let's see, if I switch to this Sci-Fi robots theme, the same prompt gets interpreted by the cube into this future industrial Battle Mech, which is more Sci-Fi theme. So I can generate that. And while we are at it, there's also another theme here, which is cute robots animals. So why don't we give that a try as well. So now the Battle Mech becomes a bright yellow hamster. So let's generate that as well. So we have these generations going. So what's happening here, if I'm getting it right, is the creator, in this case, maybe it's you, has set up a particular context in which we will generate the AI object. That's right. And those context can be changed and CBI is smart enough to apply that style rather than generate some jump.
Unknown Executive
executiveThat's exactly right.
Anupam Singh
executiveBut are there any other controls for creators?
Kiran Bhat
executiveYes, that's right. So one other big control is the ability to specify the size and the aspect ratios of the objects that are getting created. So let's try that. So if I maybe stick back to the Sci-fi robots. And if I add a bounding box here. So now I'm going to try and change the base of the Battle Mech and make it a little taller. So I can go ahead and change this box a little bit here and then maybe make it a little taller. So I do generate again. So it goes back to things and then the generation is going to fit into this box. But resizing objects is nothing new on our platform, right? You just resize something. Why is this important? This is actually not resizing. So what's happening here is that these bounding box dimensions are fed as inputs to the cube model along with the prompts. So the output as it generates is going to adhere to the prompts and try to fit within the bounding box. So it's essentially a form of control where each generation is going to be different depending on the size of the bounding box. So Anupam, what did you land up generating?
Anupam Singh
executiveI generated a short car, where the car has wheels, but it is also a shark with bare teeth. So it's pretty fine to show it to you guys. That's the shark [indiscernible] with bare feet. A round of applause for our Cube AI.
Kiran Bhat
executiveRight this car right there. Okay. So one interesting thing is, okay, here, we see all our Battle Mech and let me turn this debug option on. See how -- this is our cute animal teamed Battle Mech. This is the futuristic Sci-Fi team Battle Mech. And let's go and drive one of these guys. So this is one key change that we have introduced. The objects now are what we call 4D, which is 3D with embedded scripts, which allow them to be drivable. So if you create buildings, you can maybe have doors that open. And here, let's go and drive this thing here.
Anupam Singh
executiveAs you're driving it tell us more about how did Cube AI understand that it is a drivable thing.
Kiran Bhat
executiveYes. So it's -- let me just show you that. And also one other thing is we can -- it shoots, right? So it's both drivable and shootable. So let's look at the reasoning that goes on here. So the prompt was the bottleneck with 4 wheels. And the cube reasoned about the prompt and decided that it has to be both drivable and shootable, right? And this is a really important thing. The basic capabilities, whether it's drivable or shootable or flyable is set by you as the developer. And the model is just taking -- interpreting the user's prompt, the players' prompt and then composing the behavior for the generation. So here, it made it drivable and shootable. Let's take a look at your creation.
Anupam Singh
executiveMy shark can shoot?
Kiran Bhat
executiveLet me see. So this is your shot here, right? So it says it's just drivable. So even though it is shark, it decided that the behavior is not shootable.
Anupam Singh
executiveSo one of the things for creators in the room is that you can actually see the reasoning used by the AI to build the object. So not only does it have behavior, but in some ways, you can control the behavior and so you can control the experience for all the players while the players can continue to generate AI-based optics.
Kiran Bhat
executiveSo we also have a bunch of guns here. It's a large gun that shoots watermelons.
Anupam Singh
executiveThis is the same watermelon gun that Dave and Kiran right?
Kiran Bhat
executiveSo I can shoot watermelons here and see how our friends from the other side are coming. So let's...
Anupam Singh
executiveOh, you're trying to shoot.
Kiran Bhat
executiveAll right. There you go. That's another shot to shoot. Anyway, I can play this all day long.
Anupam Singh
executiveWe could do this all day long, but I'm getting the queue that we should get our stage. So what is the takeaway? The takeaway is creator control is the most important thing for us in AI. We want to build everything such that you as the creator can control the style, you can control the size and you can control the behavior so that the AI-generated objects are still objects that you would want in your experience. With that, thank you very much, Kiran. We played Roblox. [Presentation]
Unknown Attendee
attendeePlease welcome Roblox Vice President of Global Brand Partnership, Stephanie Latham and Vice President of Product Ads Louqman Parampath.
Stephanie Latham
executiveWow, when creators and brands come together, magic happens. Hi, everyone. I'm Stephanie Latham, I lead our global brand partnership team, and I'm so happy to be back together with all of you again this year.
Louqman Parampath
executiveHi, everyone, and I am Louqman Parampath, the VP of Ad and Brands product at Roblox. This is my first RDC and I could not be more excited to share what we have built with all of you today.
Stephanie Latham
executiveMe too, we love working with you to build products that help you both succeed and grow. And as most of you in this room know, we intentionally design all of our advertising solutions to be a win, win, win: a win for creators, growing for brands and, of course, a win for our users.
Louqman Parampath.
executiveCreators can grow their audience and earn revenue to help take their experience to the next level. For brands, they can connect with Roblox as engaged community and build new fans. And users get entertaining content and useful in-game benefits, making their experience even greater and more engaging.
Stephanie Latham
executiveWe're investing in ads because we want to help you all unlock the full potential on our platform and beyond. So let me show you how this works. First, ads can help you get discovered and grow. Running ads can bring new players into your game and keep them coming back. In fact, did you know that the 5 newest experiences to break into our top 20, all started with the help of ads. But that's not all. Ads can also help you earn more. placing ads in your experiences can help you monetize more of your users. And we want to help you do this thoughtfully alongside subscriptions, in-game purchases and more. It's a cycle that builds on itself. More players, lead to more earnings, lead to more for you to reinvest. And here's the cool part, once you reach scale, then you can expand unlocking commerce, licensing opportunities and, of course, direct partnerships. We've invested a lot to make this lower reality this year. Haven't we, Louqman?
Louqman Parampath.
executiveYes, Stephanie, we have. Let's start with how we help your creators grow on our platform. This year, we upgraded Ad Manager, your tool for running ad campaigns that help you reach and retain more users. We made Ad Manager more intuitive. Just tell us your goal and our AI will help find players aligned with that goal. We shipped over 40 new improvements to help you get more players at lower cost in less time than ever before. Campaign creation is now much easier and can be done in just 3 steps. Just put in your goal, your budget and your creators and you're ready to go. The cost to get a player to join your game or cost per play is now much lower, 71% lower, thanks to performance improvements under the hood that we have made. This combination gives you more time and money to invest back in building better and greater games. And we love the adoption that we are seeing from the community already this year. Over 45,000 of you have used Ad Manager in 2025 to grow your games. Whether you're finding new players, keeping current ones or bringing back old ones, we are thrilled to be a part of your success. But we're just getting started. There is a lot more to come.
Stephanie Latham
executiveThere sure is. Next year, our new maximized spend objective will automatically find the players, most likely to spend your game. And soon, we're combining creator analytics with as reporting. So you can see the true impact of ads on your entire experience. And creators, we heard you too. And in the next few months, we're bringing the power of the new ads manager to our search ads. To ensure that your game is promoted right when a user is looking for something new.
Louqman Parampath.
executiveNow that you grow your game, let's talk about how we can diversify the ways you earn from your game. We are building for a world where you can make meaningful -- ads within your -- with full control over how ads sit alongside or is additive to your other monetization tactics. And it's not just the ways you own, it's also who you earn it from, whether it's new users, casuals or top fans of your game, we want to give you the tools that enable you to build the right choices for all users into your game so that you can maximize your earnings. For example, this year, we launched on much format, rewarded video ads. Over 100 experiences are already using them and the results speak for themselves. The creators of Blue Haven are already earning 5 figures monthly within 2 months of starting the program. And as we saw in the video before, creators of other games such as EASY Glass Bridge have seen earnings showed up by more than 40%. So today, we are really excited to share that rewarded video ads will soon be live for tens of thousands of more creators to use as an additional way to earn on Roblox. Now we have also invested in giving you more controls, more functionality and more reporting so you can better manage your ads and earnings. This will make it easier for you to find what works with your ad campaigns for your game and your community so that you can continue to expand your game.
Stephanie Latham
executiveSo many great innovations, but we know and we love that this crew isn't just making great games. You're building and creating the future of entertainment. And as Dave mentioned earlier, when you pair up with brands, real magic can happen, and this year continue to prove it. We enabled commerce our API. So creators can now sell their own products on robots. Love your hoodie, Louqman.
Louqman Parampath.
executiveThank you. Shoutout to the creator scenario that I got it from.
Stephanie Latham
executiveAnd we brought this to brands, too. Fenty launched an exclusive Lip gloss on Roblox, and we didn't stop there. We had Travis Kelce running Roots and Girl Garden. And we brought Jurassic World and their dinosaurs to the homepage of Roblox. And just the other weekend, we had Lady Gaga bring Mayhem to the platform. Culture is happening on Roblox, and you're the ones making it. So we're excited to keep building the tools that help you create this win, win, win and keep building the future with you. We hope you'll join us tomorrow to learn more at the Science of game discovery and mastering monetization breakout sessions. Thank you.
Unknown Attendee
attendeeThank you, everybody. Please welcome Chief Marketing Officer and Head of Market Expansion, Jerret West.
Jerret West
executiveHow's everybody doing this morning? Is doing this morning? Give me a little bit of juice. I need to level up here. It's amazing to see you all. Thanks for being here. And I love this conference. I love walking around like at the happy hour last night. And I was thinking about why that is, why this place is so special. And it's because when I look out at everyone out here, I see an idea. I see an idea that you believed in so passionately that you decided to turn it into a creation. And you decided to put that creation on Roblox for which we are incredibly grateful. That's incredibly rare in the entertainment space to have that kind of passion fuel a platform. And then I think about a little bit further and you made an incredibly smart financial decision as well. Roblox is platform. This platform has been growing at about 8x faster than the video game industry. It's been that way for quite some time. So I ask myself, how is it? Why is that the case? And I keep coming back to one specific thing. Out of all the platforms that are out there in the entertainment space, I just don't think there's a single one that is as closely connected to the creator community as the Roblox platform is. Our growth is connected. We scale together. The platform supports your creations and ideas and your creations make Roblox better for everybody that's playing out there. It's a wonderful virtuous cycle. So I'm going to spend the next couple of minutes talking purely about things where we can enjoy mutual success, where we can grow together and share some ideas on how we could do that. Roblox initially started as a U.S.-centric product, obviously. It's grown to the exact opposite. 80% of our daily active users are playing from outside of the United States at this point. So it's incredibly important for us to figure out how we break down those barriers together, one of which is language. And our vision here is for language translation, automatic translation to occur in real time across voice, text and image. In order for us to get there, we need you to participate, and we're off to a really good start. About 85% of our top experiences today are using automatic translation. This is one of those things. When you're creating something new, hit the toggle in the Creator hub and turn that on. If you've got a long-tail game that's not sitting in that top 100, hit the toggle in the creator hub and turn those games on because that long tail helps us get there faster. With the way that we are scaling and growing right now around the world, automatic translation and that notion of seamless communication, no matter what language you are speaking is more important than ever. So let's start there with automatic translation. The other part of this is making affordability accessible to everyone everywhere. And again, this is rooted in our origins of being a U.S.-centric product. Oftentimes, that would establish the global pricing. That reference pricing isn't great for a lot of places around the world. So it's imperative for us to be able to come up with regional pricing. We've got an option here to do that. And it automatically in real time gives you pricing preferences or suggestions that you can take or leave for anywhere around the world. All you have to do is turn this on the Creator hub as well. And the vision here is to make great gameplay accessible for everyone around the world no matter where you are or where you're playing from. Okay. So the third piece here is just talking about the 138,000 servers that are online and ready to roll right now. They have specifically been built for moments like August 23 when 45 million players showed up at the exact same time to play a couple of games. Shout out to the infrastructure team for standing that up. I'm not sure that would have been the case 5 years ago, but it does just kind of indicate the astounding progress that we've made on the infrastructure side. Pretty incredible. Now is the point where we get to give them a heart attack because the call to action here is for you to do more of those, bigger. We need them. We need them to fuel our conversations. And there's one big reason why I think about this as a marketer. Those are the moments that lock in core memories for all of our players around the world. Those are the things that they talk about. Those are the things that become things that are talked about across the Internet. And we need to turn that into cultural fuel. In turn, -- we also need to have the infrastructure to be able to amplify all of those ideas and creations for you. That's why we've spent the better part of the year focusing on building out the Roblox marketing engine. And simply put, this is really all of the infrastructure or areas where we can do our best work to amplify all of your stories and turn your creations into those cultural moments. We started the basics with social media. So we focused a lot on increasing engagement and increasing our follower count around the world. We're up to 48 million followers on our handles. That drives about 70 million impressions and 4 million engagements a month for you all, specifically focused on boosting your content, boosting your game handles or bringing new players into the Roblox platform. So making tremendous progress here. We are road mapped out to get to 100 million followers. We need your help in doing that. We need that crosstalk across your handles and you sharing with us what content is going to be big so we can turn them into great stories on social media. Perhaps the inverse of this is thinking about these long-form stories. There are many times where we need to talk about elements of the Roblox platform and ideas shaping that platform. But more importantly, we've got moments where we want to share your creator stories. It's amazing to talk to you all one-on-one. We want to take those opportunities and turn them into podcast moments where we tell a little bit more of a creator story and we tell a little bit more of a content story. Today, we've got 3 million listeners already on our Roblox podcast network. We're going to be adding a whole bunch of new formats, and we're going to be reaching out to you all to help us tell those stories in the coming months.
Unknown Executive
executiveBut more importantly, we've got moments where we want to share your creator stories. It's amazing to talk to you all one-on-one. We want to take those opportunities and turn them into podcast moments where we tell a little bit more of a creator story and we tell a little bit more of a content story. Today, we've got 3 million listeners already on our Roblox podcast network. We're going to be adding a whole bunch of new formats, and we're going to be reaching out to you all to help us tell those stories in the coming months. All right. Another part of this engine has been about building the top of the funnel. We are up to about 420,000 retail locations in 45 countries with Roblox [ pegs ]. It's been a tremendous amount of work to build out that experience and presence. And in addition to that, we've also built out a relationship with all of our digital platforms, store platforms around the world. That's reaching about 2 billion impressions a month as well. So the next couple of months is going to be about building the clock speed of turning and chasing heat around the content that you all are generating. So look out for us to be able to pull those ideas and experiences into our retail and also into our digital store platforms. Another area that I want to tell you about, and this is one that you can literally walk out those doors if you're interested and visit the advertising creators' booth. We have a strategy around paid ads. You just heard a lot about our advertising technology and branded advertisers technology. That has created for us an amazing targeting technology, an amazing ad tech stack and it's great, great data store around how people are behaving on Roblox. What we want to do is enable that so you can build out paid media programs and media plans that run targeted external ads for your games. So we'd like to drive on and off-platform new users to your experiences using the same advertising technology. Like I said, if you're interested in that, go hit the advertising for creators booth, they'll be able to tell you all about it. All right. Last part of the engine here is probably the most important. And I want to recognize a lot of the people whose names or handles are on the slide here. They're in the room with us today, but these are our influencers, and we're lucky to have an incredible community of influencers. Some of you have been with us for years, and your creativity continues to shape Roblox. So thanks for the content you're creating, the energy you bring and in many instances, the feedback that you share. You've been a vital part of Roblox success. And I hope that influencer and creator have an opportunity to meet increasingly at events like this. Just to underscore how much reach and cultural relevance this drives for us. And again, I'll emphasize the fact that most of these videos that we're talking about, the video views here are really talking about your experiences and content. We crossed over the 1 trillion video view threshold on YouTube. You can count on 2 hands the number of brands that have reached that threshold. And we're accelerating about 1.2 billion video views a day on YouTube and TikTok currently. Talking with our partners over at TikTok, they've told us that about 20% share of voice, 1 in 5 videos on TikTok this summer have been Roblox conversations, mostly about your experiences and content. So exciting stuff. We've got an apparatus here to amplify your stories, and that's really what we have built this for. And we amplify the engine by building really fun fuel for it. And I'm going to share a couple of things that we've observed that drive big conversation that you all can hopefully draft off of on your handles or you can partner with us to build out even bigger. One is nostalgia. Roblox is 19 years old. We've got a big one coming up 20 years next year, but 19 years old and has nearly 2 decades of memories inside jokes. I mean it's no longer a platform. It's a part of our lived experience, part of our story. I'll use one example for this, and that's when we brought back the oof sound. It's almost primal for a lot of our users, our players. 95 million views on Instagram and TikTok for oof. Same thing for Cheezburger. We had to cut one. I went with oof. Meme generation is another area where you can explore and think about a little bit further. Don't be afraid here. It has to be authentic. It has to be super timely. But if you pull it off, bringing in real life or digital memes into the Xbox world and vice versa, super powerful. We're an entertainment platform. This is where you have a little bit more license than a traditional brand or a traditional experience. to play with. Take, for example, Aura Farming Kid. Yes, I'm not sure why he's a Canadian Rockies Lumberjack in that video, but 22 million views on TikTok and Instagram. So trends could start anywhere, but you can ride them with creative here and timely updates. The most important piece here, though, is your creator updates. Can't emphasize this enough, have a point with your creator updates, have a pitch angle, have a hook, have something that brings it back to life. Work with us so we can amplify those things. And you'll get real magic to continue to extend the life. Example being Style Showdown. That was March. This beta dropped, fresh format, daily play, good hook angle. If you ship a great update, we'll help turn it into a cultural catalyst like this. And we want to create more of these moments that we can flywheel and keep the life cycle of your experience going beyond just launch month. All right. Let's flip the page and talk a little bit more about how we are leveraging huge events, how we are creating them because we're going to be expanding our playbook in this space as well. We've got some classics here with our live ops events, right? So far this year, we've run 2 events. One was The Hunt: Mega Edition, which was wildly successful, super fun, right? And The Hatch, that happened. And I'll tell you what, though, collectively across the both, they both achieved what they were meant to do. 346 million hub views across the two, 87 million players participating, doing a great job of engaging, helping people with discovery and drive people to your experiences even if they're under recognized out of the game. But I've got something here for you that I want to tell you about, and that's our third event. It's a brand-new concept called The Takeover. And it is a coopetition in a brand-new place called Tagtown, you're going to have the ability to bring and build crews and you defend the neighborhood against other crews that are built and doing everything that they can to build a bigger network of neighborhoods, if you will. This is an incredibly unique art concept, as you can see. It launches on September 12, so mark your calendars. I'm really excited about this one because I think it's going to add to our Live-Ops roster. This is going to be a really, really fun one. All right. So like I mentioned, it's coopetition. This is one that brings people together around that co-op gameplay and competitive spirit. We're also expanding our roster around things that merge the joy of immersive play on the Roblox platform. Of course, I'm talking about music here and concerts. Sophie Tucker, LEV, Kpop Demon Hunters all have been on our platform within the past months. And now we're leveling up and creating an experience called The Block. It's our new persistent event space, and we're partnering with creators across the community to bring these exciting events to life. So we've got one coming up on Saturday tomorrow. BSlick is going to be performing in real life at the RIA's after party, and then he's going to be in The Block performing for our Roblox users that aren't going to be like us at the RIA's. In addition to that, next week, we have aespa coming to The Block. Yes, they're going to be showcasing their virtual item collaborations with 4 creators. And this is really just the beginning. We're going to be bringing more artists and more events to The Block in the coming months. So really excited about that. Lastly here, we can't forget about the final for The Hunt: Mega Edition. And that really lit the way for something that we think we can take advantage of in 2026 and lean into, and that's esports and competitive gameplay. As you saw, our engine is growing by leaps and bounds. It looks incredible. And we're going to lean into esports. So stay tuned for this, start thinking about leaderboards, tournaments and game modes right now for your games because we're going to be looking a little bit harder at this. All right. So that's my time. And I want to say we are just -- we want to be your biggest champion. We're here to spotlight your creations and help them shine across the world. And if I say one more thing about RDC, I just want to encourage you all to do everything you can to step back over the next 48 hours and look around. You are building -- you are building with friends, sometimes family, you are building something that you're passionate about. We're in a space that's growing exponentially. It makes me think of that classic quote from that old sage, Andy Bernard in The Office saying, "I wish I could look and have the ability to see the good old days while I'm living them because that's really what you all are in right now, and I hope you take advantage of it. I look forward to meeting you over the next couple of days and have a fantastic RDC.
Operator
operatorPlease welcome back David Baszucki.
David Baszucki
executiveOkay. All right. It's almost lunch time, a couple of caveats. This afternoon is even more technical, more engineering, more product, and more scale than you saw this morning. So stay tuned. It's -- we have a huge afternoon lined up for you. For those of you at your first RDC, tradition time, every year, we've been doing top 10 predictions. We've already done one cycle. We're going to do another cycle. So let's do what we do every year. Let's bring up the predictions we made last year, and I'll give you an update. First prediction. Fortune 500 company will use a Roblox experience as part of a recruiting process. Well, I will highlight that we're using Roblox as part of our recruiting process. Now I know there's a lot of investors in the audience, so we don't want to make any forward-looking statements, but I'm very optimistic about this one, and it might be Roblox. Next up, a school will integrate a full K-12 curriculum. For those of you that are watching, we introduced a full educational discovery sort. People making educational experiences are getting more and more visibility. I'm still super optimistic about this one. The next one, let's up this to 18 plus. Okay. So this one is controversial, but here's what I want to share with you. We've seen mail system, we've seen text system. We've seen voice system, we've seen video system. 3D immersion is inevitable. It's going to be a communication platform. And I'll flip this in reverse. We see this as a corporate responsibility to usher this technology in with safety and civility. So with 18 plus ID verified people on our platform, we are optimistic about this. Next one. Roblox employees, more time using Roblox for meetings than with video. It's early. I still think we can do this one, so I'm going to keep a thumbs up on that one. Next one. So I'm pretty optimistic this is already happening, and we're going to go and measure this. I talked to a lot of parents with the nudges, with our safety and civility systems. I actually had a Roblox employee come to me whose young child, I think, was saying, not bad stuff, just edgy stuff. And for some reason, they got a 1-day ban and it created a discussion. So very optimistic that when we measure this, we'll be increasing the civility of people. So I'm thumbs up on that one. Number five, let's take a look. Already happening. We already have creators. So this one should actually be done. Let's go -- oh, updated slide. Cool. Roblox will be a frequent communication channel for my family. I'm hoping we'll see, okay, my kids are a little like they've seen a lot of Roblox over 20 years. So this one will hope on. So we're going to kind of put a little warning on that one. Number three, so go out in the lobby. I think it's already clear. Roblox is going to be a place for fashion design. I'm very optimistic. I'm hoping with some of the things we've seen with fashion on Roblox, it's really only early, so thumbs up there. Number two, absolutely, we're talking to people right now, building large festivals. We all know we need 3D simulcast technology. And when we have that, we'll be able to go live out to millions. So -- and the concurrency numbers of this actually look pretty small now, right? 1 million, like that's small potatoes now. And then finally, for those of you that track M&A, for those of you that track the value of studios, for those of you that track the value of Roblox and what we're trying to do, I absolutely believe we're going to see a $1 billion studio by the time we finish this 5 years. So thank you all. Really appreciate it. We have a huge afternoon this afternoon and really appreciate your creativity. Thank you.
Operator
operatorPlease enjoy lunch. We'll see you back here for the creator keynote. [Break]
Operator
operatorPlease welcome Roblox Senior Vice President of Engineering, Nick Tornow.
Nick Tornow
executiveHello, RDC. It's so great to be back here with all of you. My name is Nick Tornow, and I lead our creator and engine groups here at Roblox. And I tell you all year, every year, this is the event I look forward to the most. And I know what you're thinking. But no, it's not because of the [ swag ]. So the [ swag ] is very good. It's because the energy, the collaboration and the pure creativity in this room is higher than anywhere else in the planet. This is what is happening. And it's this which fuels everything we do at Roblox. So welcome to the Roblox Developers Conference. This is our time to connect, to learn and to celebrate everything you all have accomplished over the last year. It's going to be an incredible couple of days. Now we have a lot of exciting announcements to share with you. We're going to geek out a little bit. But before we look forward, I want to take a moment to look back at everything we've accomplished together over the last 12 months because what a year it's been. The last 12 months have been a year of explosive growth, and it's been driven by your creativity and your dedication. Let's consider our platform growth. Our global community is more engaged than ever before. And we recently hit a new milestone of 111.8 million daily active users across the platform, which is a growth rate of over 41% year-over-year. Now when numbers get this big, sometimes it's helpful to try to put them in perspective by comparing to something else. And I want to call out the most recent Super Bowl had 127 million viewers. So this past quarter, together, we averaged approximately a Super Bowl on Roblox every single day. Yes. It's incredible. And these users are diving deeper and deeper into your experiences than ever before. Now there's a lot of ways to look at this. One way to see that is in the last year, we've seen more than 390 billion visits to experiences. Now this is up 41% year-over-year. And if you do the math, this represents about 12,000 visits per second, which, as I understand it, is about the rate at which people all over the earth enjoy Coca-Cola beverages. It's also incidentally approximately the rate at which Roblox creators ask for emissive map support from our engine. Now another way to look at this is in the last quarter, players spent a whopping 27.4 billion hours in your experiences. This is a 58% increase year-over-year. And it represents an average concurrent count of about 12 million users. Now if you recall earlier from David's opening keynote, this is about where we were at the beginning of the year. This is about the peak Roblox had ever achieved at the beginning of the year. We're actually about 11 million. So that -- what was our peak at the beginning of the year is now our average for the last quarter. So users are playing more. They're exploring more and they're staying longer. Now all of this is due to your hard work. You've been so productive this last year keeping content fresh and keeping users engaged. We see this everywhere we look. But just one example is that every day, 26% of the top 1,000 experiences are updated or published. And you've been busy building on each other's work. We see this with the creator store. You've inserted more than 1.2 billion models into your experiences, and you've installed more than 500,000 plug-ins since the last RDC. And I want to give a big shout out to all of our plug-in creators out there for accelerating creation across the entire community. Thank you. All right. Now as the platform expands, so do the earning opportunities for all creators. Earlier, David shared that creators over the last year have earned over $1 billion. Our creator ecosystem includes many hobbyists. And of the millions of creators monetizing on Roblox, over 29,000 are part of our DevEx program, with the median creator earning $1,440. But looking a little deeper at those numbers. In the last 12 months, the average revenue for a top 1,000 developer was $980,000, so nearly $1 million. For a top 100 developer, that average was $7 million. And for a top 10 developer, the average was $38.5 million. Now these numbers sort of speak for themselves, but I want to call particular attention while we see growth across the board, and you can see the growth numbers up on the screen. We see a growth rate for the top 1,000 of 2.9x over the last 5 years, which is higher than the growth rate of 2.8x for the top 100 and higher than the growth rate of 2.2x for the top 10. This means we're becoming a broader and deeper platform, and this is a trend we plan to continue. Building further on this, we also launched Creator Rewards earlier this summer. And it's early days, but we now have more creators earning for engagement than ever before. And here's just a couple of stats. We're seeing an increase of 171% number of creators earning with Creator Rewards relative to the prior engagement-based payout system. And on top of this, we're seeing of those creators who are earning more than 5 Roblox through the EBP program, 73% of them are earning more with the Creator Rewards program. So more creators are earning and all the creators are also earning more. So this broad-based growth is what we like to see. More and more people are able to build thriving businesses on this platform. Now underlying the strength are stable experiences continuing to drive growth. And here's another amazing stat. There are over 160 experiences on Roblox that have reached the 1 billion visits milestone. Now in this past year, 50 new experiences have joined this exclusive club, which is a growth rate increase of more than 50% relative to the prior year. But here's another thing to be very excited about. Beyond this core strength of stable experiences, which we know and love, this is not a static platform. In fact, it's a platform that is increasingly dynamic, and it increasingly powers breakout hits. If we look just at experiences created in the last year, we see more than 2,000 of them have already hit 5 million visits. We see more than 1,000 of them have already hit 10 million visits. And amazingly, we see that 60 of them have already hit 100 million visits. This is within 1 year of that experience ID being set. So this means there is not a fixed set of leaders on this platform. New entrants have explosive growth potential. There's more experiences bursting onto the scene, but also core strength in established content, which is really the best of both worlds. Now each time a new hit experience comes on to the platform, Roblox grows. And as the platform grows, this helps everyone else. We know this because the average user on Roblox plays 21 experiences per month. So players new to the platform might join for one experience, but they stay around to play many other experiences, benefiting the community as a whole. You can think of Roblox like a big tent, where each breakthrough experience adds a new tent pole, raising the canopy and inviting more users and creators to come in. And we're just getting started. You heard this morning about our audacious goal to become 10% of the global gaming market. Now to get there, new tent pole experiences will emerge. New genres will emerge. And new genres push the boundaries of technology and game design, redefining our platform and breakthrough this ripple across the ecosystem. So let's take a look at how things are going at the genre level. For this next section, I'd like to invite Greg Hartrell, our product lead for creator content to the stage. Welcome, Greg.
Greg Hartrell
executiveThank you, Nick. All right. I think we'll start with talking about shooters as a genre. Shooters hours played are up more than 100% year-over-year. Top shooters like Rivals and Gunfight Arena deliver the joy of a precision shot to secure the win. But they've done this by building their own server side hit registration systems. They've optimized their games performance to perform well on a Roblox game engine and made these games playable on more devices supporting different input types to reach a wider audience.
Nick Tornow
executiveNow I love these 2, but I feel like I've seen some new ones break through recently as well.
Greg Hartrell
executiveIt's absolutely true. So it's worth calling out weird gun game. It subverted this genre in really unique ways, building a part-by-part crafting system where you can assemble almost any kind of weapon. It's a pretty compelling game loop. You build some -- any kind of weapon you want, you jump into a match to test it. And then you get to see if you're kind of brand of weird wins.
Nick Tornow
executiveSo I really wondered, Greg, and maybe you can help me out, are these weird guns actually effective?
Greg Hartrell
executiveWell, sometimes weirdness is a strategy. I made a gun, for example, when you shot that made a loud hawking sound every time you shot.
Nick Tornow
executiveA honk. Yes. So how does that help?
Greg Hartrell
executiveIt's actually not very helpful. It turns out that your enemies know where you are all the time. But when you do this, your opponents know that they're getting killed by somebody with a honking weapon, and that's a psychological victory.
Nick Tornow
executiveI see, its very deep. I have many questions, but I think we need to move on.
Greg Hartrell
executiveOkay.
Nick Tornow
executiveHow are some of our more traditional genres today?
Greg Hartrell
executiveWe've got some really impressive growth in simulation, for example, in the last year. The genre evolved with the explosive growth of Grow a Garden and Steal a Brainrot. They've smashed concurrency records in their own ways, but they've each done some interesting ways of reaching new heights, adding mechanics that encourage and reward compound social expression and executing on these epic live events such as the admin wars that we saw only a couple of weeks ago. And I have to confess, I don't know what Torrtuginni Dragonfrutini is, but it makes me hungry.
Nick Tornow
executiveDon't eat the memes.
Greg Hartrell
executiveReally fruits in the name, Nick, it's edible. Okay. But if we're talking about food, we are talking about another genre. We're talking about survival. And this is where we've seen survival explode, and we saw the gripping and strategic challenges of 99 Nights in the Forest, pushing the genre forward. Very impressive. It innovates by seamlessly innovating with survival crafting, a little bit of tower defense, some open world exploration, and it features procedural map generation and AI path finding and behaviors for its NPCs, not to mention the struggle with a Demonic Deer with boundary issues.
Nick Tornow
executiveYes. I know all about deer struggles. We have one that comes into our yard and eats our flowers, then it goes to our window and just kind of stairs at us.
Greg Hartrell
executiveThat sounds kind of terrifying, Nick. Maybe the deer is looking at its reflection.
Nick Tornow
executiveNo, I'm pretty sure it's the psychological victory thing you were just talking about.
Greg Hartrell
executiveWe got to fear the deer, Nick, fear the dear.
Nick Tornow
executiveAll right. Let's shift our focus to our road map. Our partnership with you all is built on trust, and trust is built on transparency. Right now, we're going to do a live retrospective of our Creator Roadmap. We need to look at what we said we'd do and what we actually did. We're here today to hold ourselves to account. So we launched our Creator Roadmap in 2023, and we update it every quarter to give you visibility and build confidence that we're doing the right things for everyone in this community. And since our last RDC, we've shipped more than 102 items on our road map, but the details are an important part of showing what kind of job we're doing. So let's take a look. Here's our report card, wins and misses altogether.
Greg Hartrell
executiveWhile it's great to get 102 items out to the community, let's focus on a couple of stats. First, let's look at our on-time delivery rate, which is 53% in this last year. That's down from 59% the year prior. The on-time delivery rate was impacted. We had a strategic shift in midyear into what we call engineering excellence. This is higher quality, more stable code everywhere. This focus did yield critical wins for us. We now sit on significant increases in studio stability and of course, the record-breaking platform concurrency we've all seen. But this quality bar does mean that we've had to delay releases. An example of this was last week's glTF export, where we needed to spend more time making it more reliable, ensuring a compatibility with a lot of our back-end systems. And we just firmly believe that this is our way going forward. Prioritizing stability is one of the best ways we think we can respect this community.
Nick Tornow
executiveYes. Another observation, it looks like we delayed about 31% of the items on our road map versus 25% last year.
Greg Hartrell
executiveYes, that's right. And look, we just have to apologize for that. There's an enormous number of opportunities everywhere and new things, as you can imagine, are emerging as we grow. And that said, this coming up year, we really need to focus on doing fewer things with higher consistency, and we're always going to prefer to deliver higher quality features instead of rushing them and giving you all transparency along the way.
Nick Tornow
executiveSo that's right. We're going to keep iterating. Please continue to provide feedback on what you see us doing and what you see us not doing, and we'll continuously work to improve. All right. That's enough review. Let's get on to the good stuff, starting with our vision to enable the creation of anything anywhere by anyone. We're well on our way, and our strategy forward rests on 4 pillars. Number one, we're committed to providing a stable, high-performance, universally accessible foundation for all of our creators and our users. Number two, creator productivity. We're enhancing your efficiency with superior tools for avatars, animation, seamless iteration and asset management. Number three, we're going to provide you with better tools and insights to grow. We're giving you data and AI-powered tools to make more informed decisions, iterate effectively in production and reach a global audience. And number four, a powerful engine. We have an amazing engine, and we are evolving it to support more complex and expressive content at a massive scale, unlocking the next generation of experiences. Together, these pillars will make this platform, which is already the most powerful and flexible platform to create on even better. And we have tons of great updates on each one. I'm excited to show you what we're building, starting with inviting up Josh Anon and Taylor Russ to talk about our rocksolid platform.
Josh Anon
executiveHi. I'm Josh Anon, a product manager on the Engine team.
Taylor Russ
executiveAnd I'm Taylor, an engineering lead on the engine team.
Josh Anon
executiveOne of Roblox' unique value propositions is that you write your experience once, and we make sure it runs well on millions of devices worldwide from high-end gaming PCs to low-end budget phones. This lets you spend your time creating instead of thinking about things like GPU drivers. Now there's a lot that goes into delivering this. Let's look at how we're doing. First, stability. Stability means not crashing. Our goal is to never crash. In the past year, we have significantly improved our stability. We're seeing a 66% improvement in play time per crash for iOS users. Android users have seen a 26% improvement. One of the key ways we're doing this is by continuing to invest in how we manage memory. In the past year, we've built an entirely new memory management system internally that's rolled out almost everywhere globally. Now what's extra impressive is that this system takes experiences that used to be unplayable and crash immediately on low-end devices, and it makes them very stable and playable like you see in this video. On Android alone, based on some of our early testing, we think the system could deliver an additional 356 million hours of annualized play time. That's a pretty big deal, and you all get it transparently for free. Stability doesn't just matter when you're playing, it matters when you're building. We've been spending a lot of time working on studio stability as well. Since last year, we've improved studio hours for failure by 90%. Hopefully, some of you noticed the difference. Go ahead. [ A couple of you].
Taylor Russ
executiveStability goes hand-in-hand with raw performance, and we're seeing great strides here, too. Our goal is to build systems where you fall into a pit of success and we take care of performance for you, ensuring your content runs fast everywhere. We're seeing some incredible improvements with our cloud-based LOD system that Dave talked about during the keynote. And we'll go into more detail when we discuss the future of the engine, but we wanted to highlight 2 other improvements to share with you all. We continue to comb through our code and work on perf and push on it wherever we can. As we worked on the new LOD system, we found that mesh loading was capped per frame. We uncapped it. We saw crazy gains in performance, especially on higher-end machines. In many experiences, we saw load times cut in half or more. You all receive the improvement automatically without having to republish. Performance isn't just about the client. We pay close attention to our server frame rate as well. And we call this heartbeat. We target ensuring that our servers run at 60 hertz globally. Late last year, we started looking closely at the deep internals of how our engine interacts with the Linux kernel the server runs with. We found an opportunity with virtual memory to physical memory mapping to use something called Transparent HugePages, and that improves that mapping efficiency. We deployed THP over the course of a month, and it had a huge impact. You can see the impact in this chart, where in 1 day, we went from a PO5 heartbeat below 45 to regularly above 50. And for our PO5 users, we're not consistently hitting 60 hertz yet. We still have work to do, but this is big progress. And of course, this all happened transparently. You did nothing, Roblox got faster and all your experiences benefited.
Josh Anon
executiveNext up, platform reliability. On Roblox, we take care of the server stuff for you. This year, as we've broken industry records, we've had teams working harder than ever to make sure our servers are reliable and that you can focus on growing record-setting content, not managing services. Since last year, we continued to improve the uptime of Roblox itself. Our uptime was 99.972%. Our improvements saved over 12 million engagement hours. We'll keep pushing to 4 9s and then 5 9s. So we operate data centers around the world, including our new Brazil data center. And internally, we forecast growth in supply and demand and make sure we can deliver enough compute. But recently, we've seen record concurrent users, which required more compute power than we had in our entire global grid. I call this our holy moly -- sorry. We actually had a weekend earlier this year where we ran out of compute for a few minutes. Rather than throwing up an air saying Roblox is full and stopping people from playing, we worked around the clock so that within a few weeks, we could use third-party cloud services to run our servers too so that we wouldn't run out of capacity again. Your perspective, things just work invisibly. Roblox could handle record-setting demand, no problem. A few weeks ago, we had over 45 million concurrent players, which this investment let us handle. I don't think anybody else could do that. It's pretty cool.
Taylor Russ
executiveThat's for our infrastructure team. Finally, let's talk about friction, and let's start with everyone's favorite source of friction, bugs. We've made addressing your dev forum issues a company-wide priority. Since January, we've closed more than 4,100 bugs, which is about as twice as many as we had closed last year by this time, and there's still 3 months left in the year. A major source of friction for players isn't just bugs, though. It's cheating. People who make -- who cheat make playing together less fun. We are making it our mission to end cheating on Roblox. A few years ago, we took a step forward in Windows with Hyperion anti-cheat technology, and we're continuing to improve that technology. This year, we're focused on Android as well. But we've also made a major change in how we handle cheating on the platform. Historically, whenever we detected a cheater, we'd make a note and run a periodic manual band wave. Now we have an automated system that runs 24/7 so that if we detect cheating, you will automatically receive progressive consequences going from a warning all the way to a permanent ban. Our goal is to reform people and get them playing fairly, which is why we have these progressive actions. Hopefully, everyone here has only felt the benefits and not experienced any of those consequences. Since April, we've seen an 84% reduction in playtime exposure to cheaters, thanks to this system. We'll continue to invest in securing Roblox by both securing Roblox itself and by giving you tools like Server Authority. Come to the competitive games breakout talk tomorrow. We're proud of results that we've achieved this year, and we hope that you appreciate them. And we look forward to sharing more with you next year. We're going to hand it off to Oren and Eric next to talk to you about creator productivity.
Eric Yip
executiveHi, I'm Eric Yip, Engineering Lead for Roblox Studio. And today, we're thrilled to share with you our latest update to boost your productivity.
Oren Jacob
executiveAnd hi, I'm Oren Jacob, Engineering Lead for Avatar. We're powering up you across 4 areas in our talk today, cutting out busy work so you can innovate faster and helping you scale your team's impact. Let's start with Avatars and animation. To improve the quality of Avatars with Avatar Auto Setup, back in March, we were running at about a 47% success rate. Today, that's at 90% -- this lets you focus on creative intent and bringing your models to life. And you can leave things like rigging, skinning, caging for layer clothing and positioning for R15, attach points for accessories and other stuff to us. Let's roll the video. On the creator side?
Eric Yip
executiveOn the creator side here is a builder in blender, you're focusing on your vision, unique model with custom pants and shirts and hair and shoes. Avatar Auto Setup then takes over. The heavy lifting is done in the background and the complex conversion process is effortless. And there you have it. As you cycle through the results, you can preview them immediately, a full Roblox-ready avatar. So come by the studio booth to check out the latest and see Avatar Auto setup for yourself. Now let's take a look at animation. We're making big strides in Avatar animation technology today, introducing the adaptive animation format. This supports retargeting of animations across all types of humanoid rigs from R6 to R15 to complex custom bone-based characters across the board. You can author and preserve contact-rich interactions across scenes and across characters. With the adaptive animation format, animations can be created once and they'll run on all avatars that Roblox supports today and that Roblox will support tomorrow.
Oren Jacob
executiveYes. There we go. Today, animation blending is rather limited. It takes about 1,000 lines of Luau's scripting and a Luau scriptor to make it all work. Let's roll the video. Soon, we'll be releasing the animation graph editor, an API and studio tooling that will enable next-level character animation quality and scripting, making scripting optional to deliver on that. So studio tooling will support both visual compositing and the button of composed animations as well. This will allow all animators to create rich lifelike animations with no code.
Unknown Executive
executiveAll right. Let's jump into how studio is going to work better with your favorite tools. We know many of you prefer your own code editors. This is why last year, we released an early preview for sync, and now we're rolling out another update, folder- level syncing. Let's see this in action. Select a data model location that you want to sync from, then a folder that you want to sync it to and just like that, you can manage your entire code base from your favorite editor, create, rename and [delease] scripts, all with studio perfectly in sync. All right. We're excited for this one. So this is coming soon in beta, and it's going to be GA by the end of this year. All right, we also know that when you're working with tools like Blender, you often need to move your 3D models out of studio. And historically, you use OBJ for that, but it's limited, right? Single meshes, basic texture, you're looking for more. This is why we've launched GLTF exports for the assets that you have permissions for. Now on the left, the avatar is showing multiple meshes, proper rigging and skidding intact. And on the right, 2 helmets, the OBJ looks flat, while the GLTF version shows the full PVR details with the look that you intended. This is already launched, so give it a shot, and you can always come by the studio booths to give us any feedback. Now that you exported it, getting those models back in the studio should be easy. This is why we're introducing model [Re-important] Studio. So I know the name speaks for itself, but you know what, let's have a demo. We had a house that we imported from Blender, but we want to add some rocks to it. Now the [Re-important] Studio is just one click, no dialogues. All right? We're going to tweak some of these rock colors. And just for fun, we're going to attach this boat. Back in Blender, we're going to update this one wood in dock a little bit. And now I'm going to use a keyboard shortcut for the [reimport]. And look, everything is intact, including that boat. The magic here is that the reimport is non-disruptive, meaning your properties and constraints stay intact, keeping you in the creative flow. This is coming soon as a beta, but you can also come by a booth to check it out today.
Unknown Executive
executiveAll right. Let's get into how to improve and organize your data at scale. More creators are using more assets this year. 50% of top creators by time spent have more than 2,300 assets and the top 5 have more than 30,000 assets each, double what we had last year. To help you manage your assets at scale, we launched our beta for our revamped asset manager, so you can easily find your assets with powerful search, sort and filtering. You can search all your assets in your users and group's accounts with partial or exact matches. You can also find your models by searching using descriptive words as well. Next, to help you organize your assets, we'll be launching user creator folders next year. Over the past year, we rolled out several improvements to asset privacy and our sharing system. Let's go to the video. You can now share models, images, meshes and even animations with your connections and your groups. Next, by the end of the year, we're also launching the beta, enabling you to make your newly created meshes and images private, helping you control the usage of your assets and prevent asset leaks, not that has ever happened to us awkward. We also heard your feedback that you need better tools to manage different versions of your work. This is why we're revamping the place version history View in Studio. You'll soon be able to mark specific milestones in place version history as you iterate over placed versions and be able to easily find and navigate across them. Let's look at the video. So you can leave a note on a version so that you can document important details for yourself or your team. You can check out who and your team contributed to changes made in each version. And if you need to find a specific version, you can easily search by contributor, text or date or filter for published or manually save versions. These improvements are all coming by the end of the year. And speaking of versioning, we also know that a lack of versioning for assets slows down your iterative workflow and causes too much inventory clutter. So next year, we'll be extending versioning to meshes, and images and improving version control for animations as well. Your player data is crucial. And this past year, we launched the Data Storage Manager, a powerful solution for your game tester ops and community management teams and members to view and understand exactly how your player data is being stored. So let's go straight to the demo. Say you launched a coin collecting mini game and you want to see if your game is properly saving your players' coin count. Your game tester can open up the Data Storage Manager, validate the proper data structure, search for themselves and then play the game and monitor in real time how their player data is being updated. After your game is launched, your ops numbers can keep track of your -- how large your data store has grown across how many data stores themselves and how many keys. And when your players come to your community manager with issues, perhaps data corruption that led to players losing all their coins, your community manager can easily search for that player, verify their history with versions and proceed to rectify the scenario right there. In the near future we'll be adding deletion workflows as well as many other capabilities. You can come to the cloud services booth to chat with the team and learn more about that right after this event.
Unknown Executive
executiveAll right. Let's talk about collaboration with your teammate and even with AI on your side. Whether you're working solo or on a team, fast feedback moves projects forward. With comments in Studio, you can collaborate directly in your workspace. Let's see it in action. For instance, pin an object like this car and leave a comment, have a task for a friend, tag them directly, then quickly filter. When you're done, resolve comments and capture your decisions. This is live today, but we're just getting started. Soon, we're going to be adding support for deep linking, so you can get to those comments even faster. Now we also know that as your team grows, control becomes critical. This means a need for safer permission and more oversight. So we're enhancing creator groups. On the left, we've added experience level permission, so you can grant access to one experience and not your entire portfolio. And on the other side, we've also enhanced the activity tracker for you to audit actions in real time. And coming soon, we're adding support for even more events like revenue payout to help your team scale even faster. We've also been hard at work with Assistant, and today is a big leap. Assistant will soon speak MCP. This is the protocol to let your tools talk to one another. Let's see a demo with Figma. On the left side is a leaderboard that we drew in Figma. And on the right side, Studio is connected to the Figma Dev Mode, MCP server. And I've just asked Assistant to import this leaderboard into my place. And there it is, fully built with a working scroll bar. But the magic with Assistant is iteration, so let's spice it up with some emoji icons, see what happens. And there you go. So I want to say that Figma is just one example. Soon, Assistant MCP will connect with the entire ecosystem of MCP servers. So this is coming soon at the beta. I invite you all to come by a studio booth today to check this out. And so thank you very much. Next up, I would like to hand it off to Peter Yang and Kyle Spence for tools and insights.
Unknown Executive
executiveAll right. Hey, everyone. I'm Peter, and I'm a Product Manager at Creator Services.
Unknown Executive
executiveAnd I'm Kyle, an Engineering Manager on Creator Services.
Unknown Executive
executiveAnd today, we're excited to show you all the amazing tools and insights we're building to help all of you grow your games faster. So let's start with analytics. We've been shipping nonstop this year, including retention cohorts, insights, external link tracking and even avatar analytics. And today, I'm proud to share that over 93% of our top 1,000 creators are using analytics every month to make better decisions.
Unknown Executive
executiveAnd for the 7% of you that aren't using it, give it a try and let Peter know if there's anything that you can improve.
Unknown Executive
executiveThanks, Kyle.
Unknown Executive
executiveThere's always room for improvement. Now one of the areas that we're really improving is insights to help you separate the signal from the noise with your metrics. And recently, we shipped new insight reports that highlight the most important metrics and actions for you to focus on.
Unknown Executive
executiveWe've also updated these reports of player feedback summaries to give you real-time feedback on what players love and want improved about your game.
Unknown Executive
executiveAnd we believe that this combination of metrics and player feedback will give you a more complete picture of the right actions to take to grow your game faster. Now picture this Kyle, we just launched a new game, and I got to admit, I'm feeling a little bit nervous. I really want to get metrics and player feedback, but I'm worried that our retention KPIs might not be good enough for the discovery algorithm.
Unknown Executive
executiveWell, Peter, I'm actually not nervous at all. And that's because we're launching -- we're going to launch experience betas later this year to let all of you test and improve your game before it reaches a wider audience. In beta, you control who can play your game. You might share it on social or in your community or you might run a sponsored ads to reach a targeted audience. So Peter, let's focus on improving our games retention before opening it up for search and discovery.
Unknown Executive
executiveThat sounds like a good plan. And speaking of retention, one of the most powerful ways to engage our players is to use events. And this summer, we added new APIs to let you invite players to your events from inside the experience. And overall, we're just seeing a lot of excitement and many of you using events to build excitement for your games. In fact, every month, we see 4.6 billion event RSVPs on the platform. All right, Kyle. Now I'm really excited about this next feature. Do you want to talk about it?
Unknown Executive
executiveSure. I'm sure many of you have felt this pain. You just shipped a new update in your game and all of a sudden, you start seeing error rates spike and players complaining about issues. Today, your only option to fix this problem is to rush to deploy a new update, and that means kicking all of your players and restarting all of your game servers. With configs, you can wrap every update in the config flag. You now have an on-off switch that will let you disable the new content or feature without having to redeploy or restart your servers.
Unknown Executive
executiveBut that's not all. You can also use configs to update in-game values in real time. I'm not sure if Brad from Adopt Me! is in the audience. But for example, let's say Adopt Me! wants to update their starter pack. This cracked egg isn't really all that is cracked up to be. And this royal egg is way more impressive than [posh] right? So if I want to update my starter pack, all I have to do is wrap it in a starter pack config. So configures are coming later this year, but I'm even more excited about this next feature.
Unknown Executive
executiveWe're also excited to announce experimentation or A/B testing to let you test new features in your game as well as your matchmaking configuration. Experiments let you measure with confidence whether that change you made actually improved your metrics. So let's say you want to test a new onboarding dungeon to see if it will improve retention. You can run an experiment that shows half of your users is a new dungeon while the other half get your current one. A few weeks later, you see that users who received the new onboarding dungeon had over 37% increase in [D1] retention. Peter, what do you say? Should we ship this?
Unknown Executive
executiveWell, Kyle, nothing makes product managers happier than seeing that be a significant lift. And the only thing that will make me happier is launching config and experimentation to all of you later this year. So be sure to join our analytics session tomorrow, where we're going to have real top studios walk through real examples of using analytics and experimentation to grow their games.
Unknown Executive
executiveEarlier today, Jared spoke about some of the impressive growth we're seeing globally in every region. So let's talk about one of the biggest opportunities in growing your games. The international market continues to expand. Just last year, we launched chat translation. And since then, we've done over 400 billion translations. There are 11 billion translations from the content on the platform, and we've expanded to supporting 17 languages for automatic translation with our newest addition to Airvic this year. And using our translation and localization features is a no-brainer to reach Robots' global audience. In fact, in a recent test, we saw that games that had all the translations on saw an average of almost 1% increase in playtime with over a 4% increase from Chinese, Japanese and Korean-speaking players who joined the game for the first time. Now you might think that 1% is a small number, but compounded over weeks and months, that could lead to huge playtime lift for your game. So don't miss the opportunity to make your games accessible to a global audience. And if you have manual translations already, don't worry, we will always prioritize those over your auto translations.
Unknown Executive
executiveIn Dave's keynote, you saw a live demo showing Dave and Kiran interacting with an MPC. Let's dig into the details and show you how you can leverage the new audio, voice and natural language features in your experiences. First, let's set up an MPC who can dynamically speak audio with the new text to speech system. First, we set up audio emitter and audio speech instances and then wire them together. Then we choose a voice and set some text to play a speech. There are a bunch of parameters we can play with. Let's mess with the voice and pitch. [Presentation]
Unknown Executive
executiveI don't know, Kyle, I think that robots is a little bit too high pitch man. I think you got to make some more robotic.
Unknown Executive
executiveYou know what, we can. Let's make this a more robotic sounding voice. Let's just add a sound modifier and change that to our text to speech and audio emitter. This all uses the existing audio APIs so you can create the exact voice that you want. [Presentation]
Unknown Executive
executiveThat sounds a lot better. But how can I talk to this robot as a player?
Unknown Executive
executiveYes, good idea. Let's also set up using player voice, so we can interact with the MPC using the new speech-to-text system. We can add audio device input and audio text to speech instances and wire them together. Let's also add a script that listens to the text change property and add a function to make the robot jump. Using what we made, we can command a robot to jump, super cool. But he still jumps when we tell them not to. Let's fix this. And while we're at it, let's give the robot a personality so we can more naturally talk to and command it around, leveraging the text-generation APIs. So using the text-generation API and some smart prompting, we can make our MPC feel more alive. Let's name it the Build Battle 5000 and tell about the apocalyptic world it's in. So Peter, when you ask our robot what his name is? [Presentation]
Unknown Executive
executiveIt's pretty cool.
Unknown Executive
executiveYes.
Unknown Executive
executiveOkay. Let's finally hook up our bot to smartly respond to us and handle voice commands. With some more prompting, now the MPC will try to correctly follow the commands based on anything we say. So now he jumps when I tell them to jump, and he doesn't when I tell them not to. [Presentation]
Unknown Executive
executiveOkay. But we talked about translations earlier. So what if I don't speak in English? I only speak German. Can the robot still understand me?
Unknown Executive
executiveYes. Sure. We can make this work. I'm sure your users speak many different languages. To quickly show this in action, let's just add a command to our MPC so I can translate what we can say. We can do this by using the real-time translation open cloud API. You just call out the language that your player is in and what language you want the content translated to. So now when we ask our MPC how to say, hello, how are you in German? [Presentation]
Unknown Executive
executiveClose enough. I can ask your questions, give it natural language commands and the MPC is able to do it all. We're excited to see everything you all build with these new features. Text-to-speech is launching soon with the increased limits that you've been asking for. And if you want to use it even more, you'll be able to pay for extended access later this year. Finally, next year, we will launch the ability for you all to create and bring your own voices, so you can use that dynamic speech generation in the exact way that you want.
Unknown Executive
executiveOur speech-to-text beta is also launching later this year. And of course, our text-generation API is available, and we're always working to improve it to make it more safe and reliable across all content maturity experiences. Okay. So that's it for us today. And now I'd like to welcome Varun and George to talk about our powerful engine. Thank you.
Unknown Executive
executiveThank you so much, Peter. Hey, everyone. I'm Varun and I work on product and Engine.
Unknown Executive
executiveAnd I'm George, I'm an Engineering Lead in Engine, and we're here to give you a quick update on everything we've been working on.
Unknown Executive
executiveBoth Dave and Nick touched on our audacious goal, getting to 10% of the gaming market. The only way we get there is by giving you complete freedom to bring your vision to life.
Unknown Executive
executiveThat's right. Whether it's blocky, photoreal or something in between, we want to make it all possible. Our job is to make sure you can achieve whatever you'd like.
Unknown Executive
executiveIf we break down what goes into making a great experience, it's about enabling you to build great content, allowing for expressive avatars so your players can viscerally engage with your content. And finally, powerful engine capabilities that bring both of these together.
Unknown Executive
executiveAs we dive into each of these pillars, keep in mind that the Roblox engine makes some promises to both players and creators. These 5 promises place unique constraints on the engine, requiring innovative solutions even for the simplest of features.
Unknown Executive
executiveWith that, let's dive into our first pillar, giving you the freedom to build great content on Roblox. We're going to start off with individual assets. Now as Dave mentioned this morning, we are completely revamping how assets are both prepared and rendered on Roblox. Let's start with how we prepare your assets after you upload them.
Unknown Executive
executiveMeshes and textures are the majority of all the assets you upload. Every day, you collectively upload 1.2 million new meshes and 1.6 million new images on average. Once you've uploaded all those assets, we process them into multiple optimized formats at different levels of detail, perfect for each player's device.
Unknown Executive
executiveOkay, George, let's play a quick game. Let me ask you a question. This is an example of an optimized mesh that we generate today. Can you tell me what this is?
Unknown Executive
executiveIt's a chair, Varun. We covered it in a hearsal.
Unknown Executive
executiveThat's fair. But wouldn't it be great if this actually looked like a chair though? This optimization used to happen exactly once in studio when you first uploaded the asset, which means we had no way of improving it after the fact.
Unknown Executive
executiveWe've been working on upgrading this entire pipeline so we can continuously improve and optimize these asset representations. These are some of the new results we've been getting with our new improved simplification algorithm. So now your chairs will actually look like chairs at multiple levels of detail.
Unknown Executive
executiveFinally, George. Okay. Now let's focus on how we render your assets on players' devices. This time, let's use textures as an example. Harmony is carefully coordinating things. So your players are always getting the best quality experience that their device can support. The colors you're seeing on screen here represent different texture resolutions that are loaded into memory. Now on the left, you can see that previously, the system is naively loading up every single texture representation at the highest quality, even if the GPU might never even need it. And on the right, you can see Harmony is now smartly streaming in exactly the texture representations that it needs. Now more importantly, it can also stream out the representations it doesn't need. And in the middle, you'll notice that all of this is imperceptible to the player because Harmony is smartly making these decisions based on the importance of each object in your scene.
Unknown Executive
executiveWhen the engine uses texture memory more carefully, that means your player gets higher quality exactly where it matters, and you have much more headroom to achieve your creative vision. More importantly, this also eliminates massive memory strikes that usually occur when a game first launches. This is one of the leading causes of crashes on lower-end devices. This is a complex scene from [indiscernible] one of my favorite showcase experiences on Roblox. Without Harmony, this scene requires loading roughly 3x more texture memory than with Harmony.
Unknown Executive
executiveThis new asset pipeline is launching later this year for both meshes and textures. So keep an eye out for announcements in the dev forum.
Unknown Executive
executiveBut wait, that's not all. All this effort to scale down on low-end devices also means that we can scale up on devices that can handle it. So we're very excited to announce that 4K texture rendering is coming to Roblox later this year.
Unknown Executive
executiveThat's a big one, George. That's a big one. Okay. Now if you just had incredible mesh assets and even with 4K textures, you still would not have a very compelling experience like this one over here. Great content is not just about individual assets. You also need the freedom to build more detailed and expensive worlds for those assets to really shine. Let's take a look at some of the areas we've been investing in here to get even more freedom.
Unknown Executive
executiveFirst, occlusion calling. Last year, we rolled out automatic occlusion calling, so the engine wouldn't waste resources, rendering things that you can't even see. For the next iteration, we're expanding the system so it can support terrain, avatars, particles and everything else that might be in your scene.
Unknown Executive
executiveNow speaking of terrain, today, our terrain system is still capped in 2 key ways: scalability and quality. On the scalability front, the largest terrain you can fit in an experience on Roblox today is about 4 kilometers or about 16,000 spuds on each side. Our eventual goal is to remove that cap. But first, we have to optimize how terrain is stored and represented in the engine. With some of the improvements in the pipeline, we have already been able to push things to 16 kilometers on each side. That's an area more than twice the size of San Francisco running inside Roblox.
Unknown Executive
executiveAnd also, as you can see here, on the quality front, we're also improving things. Materials and lighting on terrain are much higher quality and find details and shapes on your terrain are more accurately represented. Now even with more scalable and higher quality terrain, you still need a way to populate these worlds with a lot more detail.
Unknown Executive
executiveTo help with that, we introduced instant screening a few years ago. This allowed devices to dynamically stream in and out parts of your world as necessary. Now we've seen steady adoption of instant streaming, but there were still a few pain points that we needed to address.
Unknown Executive
executiveYes, we heard from you that instant streaming did not work well for your experiences all the time because the radius always followed the player. With the recently announced multiple streaming, you can now locations for scenarios like binoculars or when you needed to teleport players to different locations.
Unknown Executive
executiveNext, while streaming unlocked the ability to showcase massive worlds, it was still miserably hard to author large worlds and test things out in studio. Here, you can see an early preview of instant streaming now enabled in studio. I can be fully productive in one part of the place without having to load up the entire map. And as I move through the place, I can see the instances stream in and out in the explorer as well as around me, allowing me to quickly jump back in and make an edit whenever or wherever I might need to be. This is the same map that Dave showed you this morning. Without this internal build of instant streaming working inside studio, it would have been nearly impossible to build that demo.
Unknown Executive
executiveFinally, instant streaming always traded off visual fidelity for performance for objects that were streamed out. To address this, this morning, we introduced Slim. With Slim, we will now automatically generate a lightweight but high-quality representation of each model that's streamed out, perfect for low-end devices. Let's break down how this works using the same demo that Dave showed us earlier this morning.
Unknown Executive
executiveOkay. So on the left is the original content as authored. A low-end Android device would immediately crash if it tried to render all of these triangles and instances at once. On the right, you can see the effect Slim has. Now the device only needs to render a fraction of the triangles that were originally authored, but the user gets exactly what the creator intended at the highest quality that their device can support.
Unknown Executive
executiveIf you've tried instant streaming, you might already be aware of model's LOD's limitations when it comes to visual fidelity. Here's a quick comparison of the same demo running with both model LOD and with Slim. For the same scene, Slim gives you much better visual quality for the comparable performance. We're excited to announce that model LOD will be replaced by Slim later this year. Our vision is to also bring Slim to Studio so we can improve your creation workflows as well. And you can sign up for early access preview of Slim today at the engine booth or on the Dev Forum online.
Unknown Executive
executiveOkay. Now let's move on to the second pillar, Expressive Avatars. As Dave shared earlier today, we are pushing the boundaries of what avatars will look like and how personalized they can be on Roblox. Just like all other content, we want to give everyone on the platform complete freedom to express themselves. We expect to add increasing avatar complexity in the future, up to and even exceeding the quality that you're seeing here. Now I know what you guys are thinking. Done naively, this would come with an unacceptable resource tax on you, the creator. The more complexity we add and the more avatars join your experiences at once, it's going to be harder for you to express your vision. Instead, we need to ensure that avatars scale like everything else on the platform, adding negligible and predictable cost to your experiences. To get to this goal, we're investing in 3 areas. First, all the asset streaming efforts we talked about previously will support skinned avatar meshes and textures as well. Let's take a look at the difference texture streaming can make on an avatar. Here, we're going to simulate downloading all of this avatar's textures on a low bandwidth 128,000 connection. On the left, we have current behavior. And on the right, we have asset streaming enabled. Ready, this is going to go fast.
Unknown Executive
executiveLet's go, 3, 2, 1 go.
Unknown Executive
executiveOkay. With texture streaming, avatars are visible much faster and use less bandwidth. Players can feel like themselves almost immediately. And over time, their textures get crisper if their device can support it.
Unknown Executive
executiveI think the other one just finished. Next, avatars in the distance will also be converted into the same lightweight composite models that we showed you earlier, but these Slim models will also support animations.
Unknown Executive
executiveFinally, we're targeting specific use cases where avatars cause resource spikes when they have layered clothing on. Here, you can see a test environment with 420 avatars trying to equip a tool at the same time. This causes a resource spike, which in turn caused the tools to take a long time to equip.
Unknown Executive
executiveThat's no good.
Unknown Executive
executiveYes. So let's take a look at the same scene again with some of the improvements we're working on. Ready?
Unknown Executive
executiveAgain, 3, 2, 1.
Unknown Executive
executiveThere you go. So now the avatars have their tools equipped much faster. We're launching these improvements later this year.
Unknown Executive
executiveOkay. Moving on to personalization now. Technologies like layered clothing, dynamic heads, accessories and in-experience creation have all unlocked brand-new ways for players to express themselves in Roblox, but we are continuing to push the boundaries here as well. We recently announced UGC emotes, so you can now create, publish and list emotes in the Avatar marketplace. We also recently launched support for physically based rendering for accessories. We had to be careful to make sure that these higher-quality accessories worked well across all devices and experiences.
Unknown Executive
executiveAnd soon, we'll be expanding in-experience avatar creation to also include clothing and accessories. This means you can now allow players to customize these right within your experience. And when they're done, they can purchase and equip the item right there and then use them all across Roblox.
Unknown Executive
executiveOkay. Now let's switch gears a bit and talk about engine capabilities. These are some of the new capabilities that unlock whole new functionality and give your experiences superpowers.
Unknown Executive
executiveIn May, we announced that acoustic simulation is available in Studio beta. When enabled, sounds reflect, then around corners and are included by the environment. Let's have a listen. When I'm inside the room, I can hear the sound reverberate off of the stone walls. And as I slowly walk outside, the sound type fracs around the corner and comes from the left As I move behind the building, the sounds become muffled just as you'd expect. Acoustic simulation will be available for live experiences by the end of the year, and we'll also be adding support for sound instances, so it works with all of your existing content.
Unknown Executive
executiveThat's awesome.
Unknown Executive
executiveMake sure you visit the creating immersive audio workshop during lunch tomorrow to learn more.
Unknown Executive
executiveNow let's talk about physics. Last year, we launched aerodynamic forces and engine, so you can take advantage of a whole new class of forces across your experiences. This year, we completely revamping herodynamics work, so parts can react realistically to buoyancy, lift and drag forces just like this hydrofoil. And yes, these propellers are really simulated.
Unknown Executive
executiveAll of the work that we put into realistically simulating fluid forces for aerodynamics last year will now be available for water this year. Okay. Let's talk about server authority now. One of the most difficult multiplayer experiences to build are competitive sports games. Due to the realities of network latency and bandwidth constraints, a soccer game like this one is incredibly difficult to get right on any platform. We're working hard to enable server authority natively in Roblox. So a whole new genre of seriously competitive games like this one will soon become possible.
Unknown Executive
executiveYes. Instead of each player's device deciding what happened, each client makes predictions, but only the server makes the final call. If you've tried racing game before, you might be familiar with the pit maneuver, which is notoriously difficult to achieve well in a multiplayer game. This is what usually happens.
Unknown Executive
executiveThat's no good, George.
Unknown Executive
executiveI know.
Unknown Executive
executiveI think we can do better than that.
Unknown Executive
executiveSo once Server Authority launches on Roblox, you'll soon be able to get this. Competitive social games like shooters, racing games and sports are such a good fit for the Roblox ecosystem that we can't wait to get this into your hands. So starting today, you can sign up for Server Authority early access preview by visiting the Dev Forum or seeing us at the engine booth. You should also stop by the creator [track] talk tomorrow to learn more about it.
Unknown Executive
executiveOkay. Finally, let's talk about solid modeling. Over the last year, we've made a whole host of performance and scalability improvements to the inexperience solid modeling APIs like Union, Intersect and Union, Intersect and Subtract. This has enabled brand-new emergent possibilities like this car workshop where you can literally create your own tires from scratch using traditional manufacturing techniques. This was previously limited to primitive parts. But we've been working on adding support for meshes this year. So this means that you will soon be able to perform the same operations on fully textured meshes like the container and the [no]. And we're not stopping there. We're adding new APIs like Fracture and suite to help with some common scenarios that you always want. All of this is also available in an early access preview just like Slim and Server Authority today. So make sure you stop by the engine booth or visit the Dev forum post to sign up.
Unknown Executive
executiveWe touched on a lot today, asset streaming, slim and terrain improvements to unlock the content you build, avatar performance and personalizations to unlock more expressive avatars, and Server Authority, hydrodynamics, solid modeling and even acoustic simulation to unlock more gaming possibilities. What would you build with all this cool new tech?
Unknown Executive
executiveGeorge, the world is my oyster now. I want to build something like a competitive game with destruction that actually affects aerodynamics, all said in a vast and detailed open world, and everything with 4K text, obviously.
Unknown Executive
executiveOkay. Well, I can't wait to play that. That's all the time we have today. Varun and I are so excited to meet all of you at the booths and at the other events.
Unknown Executive
executiveBut wait, we have one more little surprise for you before we pass it back to Nick. It's a video. Have a great RDC. [Presentation]
Nick Tornow
executiveWow, that was super cool. So now you've seen 3 things. One, you've seen how all these pillars come together. Two, you've seen that I may have been one of the people asking for emissive maps. And now that I'll be able to get my fix on Roblox, I think I can take this thing off awkwardly. And number three, you've seen how this platform is and will continue to expand the possibilities of creation for all of you over the coming months with a strong focus on core performance, amazing productivity enhancements so that you can build sophisticated experiences, more advanced tools for data analysis and experimentation and an increasingly powerful engine. I get excited just thinking about the potential ahead. And now as we bring this keynote to a close, I want to take a step back from all the features that we showed and reflect because beyond any single tool, what really matters is the strength and dynamism of this entire community. And as I reflected on the last year, I'm marveled at how the Roblox ecosystem has become even more dynamic and open where new talent and innovators have immense opportunity to break through. And we see this in our data. 28 of the top 100 experiences on our platform are new this year and 96% of top earning avatar items were created in just the last 12 months. This is not a static platform. It's the entrepreneurial dream in action where the right creation can shoot to the top. And our healthy ecosystem is no surprise when you see how we all collaborate with each other at community events on our forums and in our AMAs. The recent Community Run Inspire 2025 was a great example. It was a massive success with over 50,000 RSVPs and more than 57,000 viewers. The event featured more than 30 speakers and its game jam produced more than 400 new experiences. On our Dev Forum, we've seen more than 35,000 help and feedback posts since the last RDC. And our AMAs have pulled in more than 141,000 views with more than 150 questions answered. All of this makes it extremely clear that this is the greatest game creation community the world has ever seen. And a quick public service announcement. Right after this, we're going to have a 15-minute break. Then we're going to launch right into our safety Q&A. Afterwards, you can attend creator-led Lightning talks, featuring guest speakers from TikTok and YouTube with a meet and greet afterwards. And for the next 2 days, I really encourage you to stop by some of our booths. They're staffed by Roblox engineers, product managers and domain experts, give us your feedback and get hands-on technical advice. And lastly, tomorrow's schedule includes a networking event and dozens of sessions on a range of topics from performance to competitive design and intellectual property. And that wraps up our creator keynote. I want to thank all of you for your time, and I want to leave you with one final thought. The tools and features we've shared today are more than just code. They're the building blocks of the future, a future you will create. We provide the platform and you provide the passion, the creativity and the vision. You are the architects of the next generation of play, and the future is something we will build together. Let's go build it.
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