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Roblox

Software Engineer, Creator Studio

San Mateo, CA, United StatesFrom $196.8kfull-timemidAdded today

About this role

Roblox is seeking a Software Engineer for the Creator Studio team to build and enhance the tools that both internal teams and external developers use to create experiences on the platform. You'll work on architecture design, implement reusable frameworks, and own complex technical projects from conception through delivery.

What you'll do

  • Develop internal and external tools for Roblox game developers
  • Define and implement reusable tooling frameworks and architectures
  • Design the technical direction and architecture for future applications
  • Own complex technical projects from planning through execution
  • Collaborate across teams and technology platforms
  • Contribute to building professional development tools for multiplayer game creation

What they're looking for

  • Software engineering (2+ years production experience)
  • C++, C#, or Lua programming
  • Computer science fundamentals and data structures
  • Algorithms and debugging
  • System architecture and design
  • Cross-functional collaboration
  • Technical project ownership

Benefits

  • Equity compensation
  • Health and wellness benefits
  • Hybrid work arrangement (Tue-Thu onsite, Mon-Fri optional)
  • Tools to shape the future of human interaction
  • Exposure to scale challenges with tens of millions of users
  • Professional development opportunities
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Roblox

Roblox operates an immersive gaming platform connecting millions of users globally, focusing on real-time multiplayer experiences, social features, and content sharing. The company is hiring Software Engineers across systems, networking, caching, data engineering, and social features to scale their platform and enhance user engagement.

Website
roblox.com
View all jobs at Roblox

Likely interview questions

  • Describe a complex technical project you owned end-to-end; how did you approach the architecture and planning phases?
  • Tell us about a time you debugged a particularly difficult issue—what was your process and what did you learn?