How to Make Better Decisions by Fixing Yourself First | Roblox CEO
Watch on YouTubeVideo summary
The speaker recounts how a shift to the ketogenic diet fundamentally transformed his family's life, particularly after his son struggled with severe bipolar disorder and heavy medication dependence. Initially viewing mental health issues as purely psychological, he came to understand them as physical conditions where the brain simply lacks sufficient energy, similar to a broken arm. This realization led him to adopt a metabolic approach focused on stable glucose levels rather than tracking ketones, which significantly improved his son's condition and allowed him to emerge from a medicated haze. He now believes that mental health is deeply rooted in biology and that maintaining a fasted or metabolically efficient state enhances alertness and optimism, creating the optimal internal environment for making high-stakes decisions.
Beyond personal health, the CEO applies these principles of metabolic clarity and simplicity to his leadership philosophy and product development at Roblox. He argues that organizations must constantly fight against the natural entropy of bureaucracy, stating that if one is not actively reducing red tape, they are effectively moving backward. This mindset extends to product design, where he champions "less is more," preferring high-quality, simple tools like a knife and pan over complex, dedicated appliances for every task. He emphasizes that great products should be intuitive and focused on core value rather than cluttered with unnecessary features, a principle that guides his team's efforts to streamline operations and remove friction from the user experience.
Effective decision-making and communication are further refined through a focus on tone, reality-checking, and long-term vision. The speaker advocates for delivering feedback in a calm, positive tone to ensure it is received constructively rather than defensively, warning against sending angry emails that prioritize ego over learning outcomes. He also highlights the importance of identifying specific decision-makers with the freedom to act creatively rather than relying on confused group consensus. By maintaining an "irreverence" toward problems—such as shipping a basic avatar early despite industry pressure for perfection—and by valuing incremental adjustments over rigid long-term plans, he fosters an environment where teams can quickly adapt to reality and iterate effectively.
Looking toward the future, the speaker envisions a world of photorealistic multiplayer experiences that blur the line between digital and physical realities, fundamentally changing how humans connect and create. He believes that as technology advances, the barrier to creation will vanish, allowing everyone to feel like an "oil painter" capable of crafting immersive worlds without needing specialized coding skills. While acknowledging the challenges of safety regulations and age verification, he remains optimistic about the potential for digital play to foster genuine human connection and economic opportunity for creators. Ultimately, his definition of success is found in daily gratitude and the pursuit of a vision where technology serves humanity, ensuring that the company continues to refine its aspirations while staying grounded in the reality of what people need and desire.
Read the full video transcript
If one is not reducing bureaucracy,
there's no neutral ground. If one is not
trying to improve things, [music] it is
going backwards.
>> I want to start in an unexpected place
before we get into a bunch of other
things, but I want to talk about how
keto changed your family's life.
>> So, this is super interesting. I had
dabbled with keto maybe 10 or 12 years
ago. Then, this really this thing
happened with my son where he got super
bad bipolar probably 8 to 10 years ago.
We tried every medication. We tried
every solution to get him off
medication. And here we were four, five,
or six years later. Doctors had told
him, "You're going to be on five
medications for the rest of your life."
He wasn't quite himself.
Lots of hospitalizations, all kind of
stuff. And then out of the blue, someone
I knew in the metabolic health community
just said, "Hey, by the way, keto solved
my bipolar."
And so, you can imagine after trying
every resource in the world, right? Just
all these doctors and all of that, we
said, "Let's give it a shot." So, we
found a super smart keto doctor, super
smart keto dietitian. And the fact that
he said, "I will try it." Oh my gosh.
>> Was
>> Relief. Huge. And then, the next step
kind of three weeks in on the keto thing
was him saying, "Whoa, I I feel a little
different." And and kind of picking up
just a little bit more of him. Still
heavily medicated, but like the real him
starting to poke through.
>> That must have been so hard on you and
your wife as well.
>> So hard on us. What's really
freaky
is the number of families that it's that
hard on. Like, we walk around the world
and we see, you know, go to a football
game and there's 60,000 people.
There's probably many people in that
stadium going through that same thing.
>> Was there ever a moment where you just
felt like you were breaking?
>> Luckily, not.
Either through, um, some combination of,
as as you can imagine, here's this
patient, we got to be there for him. So,
it's just like, okay. And luckily, I
don't have what he has. So, how do I, in
a way, take care of myself so I can be
there for him?
>> And how do you think about the
relationship between mental health and
our our our body, I guess, in that
sense?
>> If I If I roll back the clock and think
about my mind and how I thought about
mental health, um, 10 years ago, I used
that as a template for how everyone
without someone in their family must
think about it. It's just, "Oh, people
go crazy. Oh, they're having a mental
health thing." I never thought of it as
a super physical thing cuz now I think
of it as the same as a broken arm. It's
just part of a your body is physically
not working. Just happens to be your
brain. With this keto thing, I think
I've developed a theory that in some
cases, mental health things are very
physical. It's Is your brain getting
enough energy?
Um, the theory behind keto is that,
arguably, we were eating some, you know,
maybe more primeval foods up till 10,000
years ago. We hit the agricultural
revolution. That was wonderful in many
ways. Our population flourished, but in
certain ways, we might not be fully
adapted. There may be certain people who
just are not fully adapted to that many
carbs in their diet. And so, for my son,
he may be one of those people. And that
launched a a family foundation, I'd say,
for the last four or five years doing
research on this.
>> What's your current metabolic routine?
>> I do think I'm going pretty well on not
eating a lot of complex carbs that like
spike my glucose. So, I'm wearing a CGM
right now. So, I have a like a little
app on my phone and I can see my glucose
level whenever I want to see it.
>> But, you're not tracking your ketones?
>> I'm I'm not tracking my ketones,
although I have in the past. And so, I
kind of know what's going to spike me,
but generally I eat fair amount of
protein, fair amount of fat, not too
many carbs, and I don't eat any sugar. I
basically don't eat any starch, like
anything that's going to give me a
glucose spike.
>> How does your metabolic state affect
your decision-making?
>> I do think eating a lot of food or even
even a a lot of carbs, we can all feel
that kind of slow down, kind of
hibernate, sleepy mode. I think in a
more fasted state, you can feel that
more alert, like I want to go do stuff
kind of thing. And I do think it's good
to make decisions in that um if you can
tell the difference in that I want to go
do stuff mode. I think those end up
being longer-term decisions. They can be
decisions that in a less optimistic mode
seem like that's impossible. Like that's
so hard. I do feel I have learned to
tell
when I'm in an on mood, when I'm in an
off mood, when I'm a little more of an
optimistic mode, which I think is
general. I do try to observe that from
the outside in and say all big decisions
make in the optimistic mode.
So, I I do try to like say, is the
decision-making machinery in the optimal
state.
>> Outside of Roblox, how do you think
about great products?
>> I like the notion of less is more. So, I
like the notion of telling
everyone it's very easy to add knobs and
stuff. It's very hard to remove all of
the knobs and sliders. It's fun when we
think about products like in a kitchen,
for example, when we think about great
products. I definitely would not like a
dedicated appliance to cook hot dogs as
opposed to
a beautiful knife and a beautiful frying
pan. So, I think I like simpler things
of higher quality rather than
complicated things.
>> How do you think of removing when it
comes to the company? I mean, there
seems to be like sediment builds up
inside the company and bureaucracy is
the natural sort of like entropy of an
organization. And then there has to be a
counterforce almost to get rid of that.
>> We do use the term destroy bureaucracy
inside the company at times. Like I I
would say that if you are if one is not
reducing bureaucracy, there's no neutral
ground. Like I think in a lot of
situations where
one thinks we're pretty good, like we're
just going to let it be in this steady
state, that's actually things are
imploding in a way.
If one is not trying to improve things,
it is going backwards.
>> How do you get feedback to people?
>> What I have tried to do is move to more
frequency,
more
in the moment, relaxed, not a big deal,
rather than let's have a feedback
session. So,
trying to be in the moment, um oh, what
do you think about that? I think it's
much better than blocking or waiting or
um, trying to organize it.
>> How would you think that people receive
that feedback?
>> I think the feedback is hyper tone
related. I actually think if delivered
in a neutral positive tone where people
can sense my blood pressure's not going
up where I'm just like, I got your back
no matter what. It's all cool. Even if
the feedback's pretty harsh. So it's
like, "Whoa."
That was okay. So it whereas I do feel
if feedback is delivered aggressively or
it's just like, "Oh, it's traumatic." I
think that can actually influence it
more than the feedback.
>> I like the idea of tonal because so
often we give, you know, in your
distributed workforce or people working
from home, a lot of feedback is written
over text or Slack or and then you don't
have that tone
or softness that goes with it.
>> I support that.
Also, um, if I get riled up like don't
touch text or email. Like just walk
away.
>> Do you recognize it?
>> Oh, yeah. Just red alert. Do not send
that email.
>> To you or the one that you're about to
send?
>> No, just imagine writing an email where
you're thinking
I'm so pissed off. It's going to feel so
good to send this email. Don't send
that.
Cuz then like the next morning you're
like, "Oh my gosh, thank goodness I
didn't send that. I can call this
person. I can have a lot more impact in
delivering that same message without
being all worked up about it. Plus also
one what are what is one trying to
optimize? When someone's trying to send
that email
I'm optimizing for myself. Whereas when
the next morning comes around, you can
say
"Well, actually I should optimize for
the learning and excitement of this
employee. I like that a lot. I think of
it in terms of like outcome over ego.
Absolutely.
We're just constantly trying to make it
a better experience for the employee.
Who cares about me being pissed off?
>> [snorts and laughter]
>> When you see people make mistakes, what
are the patterns of mistakes that people
make when it comes to seeing reality,
ego, decision-making
in that vein?
>> Oh, no. I don't think there's a lot of
mistakes. I think the typical pattern is
um hey, can we make this simpler? Hey,
can we look a couple years out and think
about what's going to happen with that?
That looks a little short-term. Hey,
that looks a little complicated. You
have two things doing the same thing.
Hey, can we take that from a appliance
that heats up hot dogs
into two separate appliances, a pan and
a knife that are both the best in the
world.
>> Can you spend a few beats and explain
the principles of good decision-making
and good thinking as you see them?
>> There is something I think inside of an
organization where for many decisions,
it's actually more important just to
let's identify the person who's going to
make the decision and let them be
somewhat free and creative to make the
decision than in many cases a group
decision or a confused decision or we're
trying to do all of that. So, I think
you'll see more and more us at Roblox is
just like can we identify the
decision-maker and having having them
have a little freedom to make their own
decision, I think is super powerful.
>> Aside from systems thinking, what are
some of the mental models that you use
to think through problems?
>> I think one mental model
that we've had in thinking through
problems
is kind of an irreverence in a way to
the problem. You know, one of the
decisions I think back to the early
founding of Roblox and I would call this
a set of an irreverence is the very
earliest version of Roblox had a what we
would call the classic Roblox character.
We were saying, "Okay, we're building a
user-generated gaming platform. We're
going to have an avatar."
The very first Roblox avatar was was a
very fast programmer art avatar
um to get something working. Its
proportions are ridiculously simple. You
know, the legs are 1 by 1 by 2. The
body's 2 by 2 by 1. The face of the
early Roblox avatar was just programmer
art that we put together. Universally,
all of the gaming industry people we
would talk to, "Whoa, whoa, whoa. Do not
ship that. Like, you need a full avatar,
you know, you need a meshed avatar. It's
got to be high-res. Your objects need to
look better." So, we got that
universally. I would say even within our
team we got that. But, we decided it's
better to ship that early and start
getting feedback on it. That I thought
that was a great decision. And we found
out actually that a lot of the input
we'd been getting,
thank God we didn't listen to that,
basically.
>> How do you deal with the situation where
your instinct and the data disagree?
>> We get that quite often. It's
interesting to think of the whole Roblox
community and how smart and creative
they are
and how passionate they are. There's a
really gentle
line that needs to be worked on as we
both drive the product forward as well
as listen to that community.
And that creates many conditions where
our instincts are different than the
communities um vibe. There have been
situations where
um our instincts have been different,
the community's been right. But there's
many other cases where instincts have
been right and the community then
follows along and says, "That's an
absolutely great idea."
>> do you resolve that? Like so much of
getting to good decisions and good
outcomes is seeing reality and adapting
to reality.
>> I I think a lot of decisions that can be
made incrementally that aren't one way,
those are a lot easier. We try to make
faster decisions in the right direction.
We can adjust. I think realizing when we
need to adjust is super powerful. It's
interesting cuz two of our values are
take the long view and get stuff done.
We kind of like to say there's um a
magic decision-making quadrant where the
magic quadrant is it's both a long view
decision with hyper iteration to get
there. And that's kind of a a magic safe
quadrant. All of the other quadrants
have a little weirdness to them.
>> When things aren't working the way you
want them to, what's your inner
monologue in these moments?
>> Interestingly, I think when we're
running companies,
we have all the evolutionary biology
of being like out there in the
wilderness trying to survive and you
know, having battles and all of that. So
I think um CEOs can get that feeling
like, "Oh my gosh, do I have enough
firewood for the next three winters?"
And I was like, "Oh, it's not feeling
too right." That has been for me an
intuitive early thinking thing.
What's great is it leads to typically a
refinement in strategy or a little bit
where you're like,
then all of a sudden the light goes on
as it's like, oh, we got the plan. We
know exactly what to do. We're going to
send four people out. They're all going
to have axes. We're going to put in 3
months, 3 years of firewood. We think we
can do it in 3 weeks.
Everything's great.
>> Do you manufacture
threats as a way to motivate or focus
yourself? And I I think of Michael
Jordan playing for the Bulls. He used to
manufacture things that other players
said about him.
>> We we we are running right now. They um
I'm not going to say what the company
looks like. It's not an existing
company. In my own mind, I have like I'm
imagining the company across the street
that is like our, you know, could call
it a threat.
Like what's it look like? Who are the
people? How many people? What are they
building?
>> Do you analyze your mistakes?
>> Yeah.
>> How do you do that? What's your process?
>> I would just say my process, I would say
typically
my mistakes have come,
I think, from being maybe overly logical
and less intuitive.
>> Say more about that.
>> One can fall into the trap of just
saying I don't I have to go down this
path in a way
and not popping out of the box and kind
of thinking of the more
outside-of-the-box solutions. So, trying
to think of
mistakes I have made have been typically
where where I've hung on to a concept
too long.
When I actually was very free to change
my course. I think we have a lot more
optionality than we imagine when I look
backwards in time.
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Is it fair to say that Roblox is the
biggest
generated human universe in the world?
It's worth thinking about that because
it would be worth thinking, "What's the
definition of a human generated
universe?" Like, there's universes in
books and in movies. As far as an
interactive multiplayer universe where
people can go together
and do things together, I mean, it might
be.
>> So, through this virtual world, what
have you learned about human desire and
psychology?
>> What what I I think I have learned is
that we need to have
enormous respect for all the people in
this virtual world. I think it's
surprising
how much people can attach to their
digital identity. I mean, it has to be
very carefully respected. Like
this is real stuff, right? There are
real emotions happening, real
interactions happening.
And I think I've also learned that I
feel
it's still very, very early in this
>> Say more about attaching to the your
virtual identity.
>> Once again, this is an area that I love
the Roblox community on, and I think
they're very sensitive to this.
And that we're migrating all of our
avatars to a position where rather than
just being a monolithic block um for
those users who choose
the head may smile if they want it to
smile or something like that. But in the
migration of this process the Roblox
community has just been absolute
sticklers for perfection in the
migration. And that's because people
have been familiar with their avatar for
such a long time. Like it's like you
can't take my head and you know, adjust
a few pit like what are you doing? So
and I think they're right.
>> How do you think about things like
capital allocation? You guys just
announced your first buyback recently.
>> Super thoughtful. Um knock on wood,
we've made a lot of cash in our history.
Like a lot of positive free cash flow. A
lot of the decisions we make have come
from not necessarily capital allocation,
but what are we trying to do? You know,
what is the big picture of the
opportunity and what we're trying to
grow from. I would say we've refined
that many times throughout our history.
>> Go deeper on that.
>> You know, it's almost like we're in
Roblox version 5.0 right now. And that
when we started the company
the vision we had I think was spot on.
We were imagining a new category, human
co-experience category, the metaverse
category, the holodeck category, the
snow crash category. We really could see
that coming, but we were very moderate
and modest in the very first thing we
were going for. When we started, for
those of us who could remember, there
was like Club Penguin was a really
popular kids game, and we just thought
that was oh, that's huge. Like, Club
Penguin, like, they've got, you know, X
many people. We like what they're doing.
We started with arguably a much bigger,
deeper technical foundation. I would say
though, along the way, we've refined our
aspiration and what we're trying to do.
When we went public, we were talking
about, um, you know, connecting the
world. Two years ago, we talked about
getting 10% of global gaming on our
platform.
That continues to refine as we have a
bigger percentage of global gaming on
our platform. I think you'll continue to
hear us kind of expand our ambition.
>> What percent are you now?
>> Well, you can look at where we're
tracking on our bookings, and I think if
you divide, um, our bookings by 200
billion, we're in the 3 to 4%.
>> That's amazing. That's incredible.
>> It's incredible, and at the same time,
it actually seems like it's exciting to
me cuz there's a lot of room beyond 3 or
4%.
>> What about incentives for people? What
have you gotten right and gotten wrong
over the years?
>> I think we got really lucky in being
really fascinated with incentives. And I
think, um, very early on when we started
building Roblox, some of the early
founders, you know, John and Erik and
Matt and myself, we were just really
into economics and incentives and what
makes people, um,
do things in a nice, appropriate way and
drives it. The at the very start of
Roblox,
we thought just the incentive of
user-generated content, like, "Whoa,
everyone can make their own game, and
they can come and play it, and show it
to their friends." We thought that would
be an amazing incentive, and we thought
that would give us amazing amounts of
content. That did prove to be really
true, you know.
Along the way, we we had a lot of
questions around economic incentives,
and we Roblox got pretty big without a
developer a way for developers to earn
money on the platform. Uh it was a hobby
for everyone. We had people who were
working 24 hours a day just they loved
their Roblox creation. They were
struggling, like, "Well, I got to make a
living. I just want to build on Roblox."
So, there we had a lot of um board-level
discussions. Should we turn this into
something where someone could make a
living? We actually, in retrospect, it's
crazy. We went back and forth a lot,
like, "Well, I'm not so sure we should
do that." But, we did come up with the
notion, "Okay, we're going to build a
really elegant system. Creators can make
whatever, you know, wide range of
experiences. They can have users
participate economically. It's going to
be free for most people. Some of these
creators who are working 24/7 might be
able to make a living on that." I mean,
we thought I think we thought about that
very systemically cuz that that system
has just been the engine behind us ever
since then.
>> One of the things that you and Erik
agreed on was the API.
>> Um so, Erik Cassel, co-founder, started
Roblox with me, um passed away from
cancer like eight years ago. Rest in
peace. But, in a way, a values template
for the company. And the And when we
started Roblox, Erik and I were the
first two engineers. We wrote the whole
system.
Um we had some false starts, too, by the
way. There's a really fun story that I
would say we both knew
what we wanted Roblox to be. And we knew
we want user-generated,
multiplayer, build-your-own thing, go
play it with your friends. Like that's
what we want. Along the way, we tried to
ship early a sub set of that and it just
blew it did not work. It was a
non-avatar-based more puzzle thing. I
was just like, "Whoa, back to the
drawing board." I was in a way um
saying, "Okay, we're making this game
creation platform. Let's try to hardwire
all these types of games you could make
and have all of this extra cruft on the
system." I remember actually like we in
our core C++ code, for the techie people
that are out there, we actually like
mocked up a capture the flag game and we
had a flag as part of our core API.
In in retrospect, it's an absolute
disaster cuz a flag is such a, you know,
user-generated, complex, specific game
thing. For me to have put that deep into
our core stuff was just like terrible
engineering.
Eric was very different. He's like,
"Whoa, whoa, whoa, don't do that. Like
we need a interface a language with this
thing. We need an API. We need to have
this thing be very generalizable.
There's a game creation language called
Lua. Let's connect that up and don't do
any of this stuff." And it's weird that
I was initially like, "Well, I don't
know if I trust that."
But we started doing that. The power was
just absolutely enormous. You know,
rather than my hardcoded stuff, the
power of this generalizable thing that
that that was kind of like a core
engineering foundation that gave Roblox
a lot of its UGC boost in a way.
>> You mentioned a couple of false starts.
What are some of those false starts
where you guys went down the wrong path
and how did you realize you were going
down the wrong path?
>> Along the way to building an economy on
the platform, we started with a very
different economic model. It was a
membership model. You got a few extra
places to build on Roblox. In
retrospect, that was a really bad idea
cuz building should be unlimited. But
along the way, that economic model
started to fail actually. And we had a
situation where our user growth was
going up up up up up up, but less people
wanted to buy this membership. And so,
this is really interesting, right? Our
users are growing, it's all great, but
money is flat to going down. And so,
what we did on that, I would say, is a
very typical tactical response. Okay.
Something's up. Let's fix the current
system. Let's make a list of 50 things
that might be broken, 50 small tune-ups
that we can do towards this system.
Okay, let's do that. So, as you would
imagine, we made that list of 50 things,
did like 30 of them.
Oh, we still have the problem. Now what?
But in the back of our head, we had been
thinking about the the economy, about
virtual currency, about how this was
like a whole outside of the box game
changer. This wasn't just tuning up
something that was arguably broken. This
was like, this could be a hundred times
bigger than what we're doing.
And so, then all of a sudden, like maybe
in the
in a disparaging moment, like just oh my
gosh, you know, all of us in the company
said, we just have to do this. Like this
big hard thing. But then we had absolute
clarity, like we're just betting it all
on this new economy system. We were very
thoughtful that the economy system was a
bunch of complex parts and needed
virtual currency. Um, users needed to be
able to buy virtual currency. Like some
of the early things were like in some of
the games you could buy a flashlight if
you wanted it. Some of the games in if
you wanted to be a eagle instead of a
sparrow, you could buy an upgrade for
that. And then finally we said, you know
what, in in addition we're going to show
which of the games on Roblox are making
the most Robux. Like where are people
spending it? And so launching all of
those things at the same time. There's
virtual currency, people can buy it,
creators can incorporate it, you can see
what's earning. It created like a a loop
or a system that within 8 hours we just
said, yep, we got it. Like boom. Cuz cuz
we could see like within 8 hours
creators were like, oh, I got to add
this. I got to do this. There's the top
grossing game on Roblox. People are
actually interested in that.
>> You meant to a world where people can do
whatever they want.
>> That's right. And so we knew like, okay,
we finally got it. And after all those
months of fixing those 50 little small
things, the right system just
all done.
>> That's awesome.
>> Yeah.
>> I built an AI version of myself with
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You once predicted that long form would
beat short form for anything that
actually mattered. Grade that prediction
today.
>> Hey, I was directionally right, but I
underestimated just how much short form
would become the front door to long form
content.
>> I agree you were right, but for the
wrong reason.
You thought attention spans would
recover.
They didn't. People just got better at
choosing when to go deep. Right call,
lucky logic.
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>> How does the virtual currency work?
Specifically,
how do you value it? Uh does it get
tethered to outside forces? Like, how do
you think about that?
>> We um have generally thought it's better
not to inflate it, to have it be a
somewhat consistent value. If you were
or I were to go buy some Robux, um we
would see it's generally
somewhat like a penny per Robuck. It's
generally been that way for about 20
years. So, I would say that's no no
promise long-term it's directly tied to
the dollar, but I think we would try to
keep it stable and not inflating or
deflating.
>> Do you ever see a world where you can
use that currency outside, and I can go
buy a Starbucks or something with it?
>> I do see that world. Uh no future plans.
Uh we haven't announced anything. It's
interesting to think that many many
8-through-12-year-olds, their first
exposure
is Robux. So, I do think for many young
people, um learning how to use a virtual
currency, not to spend it all at once,
maybe to you know, divvy it out a bit,
can be a lot of learning.
And so, it it's interesting to think
over time if young people get
sophisticated enough to,
you know, use that to go to a 7-Eleven
or something.
>> What would have to be true
technologically for that to be possible?
Or is it possible today?
>> I don't want to go into too much
details. We've thought about a lot of
that. I think it's a little bit more of
a what's the focus of the company right
now. And it's a little bit more should
the focus of our company be, you know,
young kids are doing a lot, or we have
an increasingly larger percentage of
what is play in the world. So, we're
pretty focused on just what is play in
the world.
>> What does focus mean to you?
>> I think one way to think about focus is
like, is there one statement in your
head that everyone in the company can
just understand? And is is the focus
human understandable?
We are just doing this.
And everyone just says, "Oh, I got it.
Like, I can rally around that." So, I
think it's a That's a little bit How
easy is it to present it or share it?
>> Double click on that understanding and
how important words are in
communication, not only for the sender,
but the receiver, and how you spread
messages throughout the company.
>> I'll use an example. Very early on in
the formation of the company, we
um when we were very small, we used the
tagline, "You make the game." That was a
an an idea that anyone could make very
simple games in Roblox. I think as we
think about that notion and we think
about AI and what's going to become
possible with AI in the future, it's
actually been fun to go back to those
words and think are they now possibly
even more true than they've ever been
and that the more we have the ability to
use AI for anyone to make a game they
think about, those words can have really
big meaning. So, I think
um you know, going after to say our
vision is 10% of the gaming market,
that's a pretty good focus. A lot of
people understand it, but I think that's
constantly should be
re-evaluated a bit as we think about
where we're going in the future.
>> Do you use AI internally to help make
decisions or help expand your context
window in the company?
>> I would say I we we have all kinds of
AI. We have a bunch of internal systems
that we have built. So, you know, we
have a thing called the Roblox operating
system that we use for tracking the work
in the company more and more
um helping people see how they fit into
the organization.
Those are all like MCP enabled. So,
anyone can take their AI system and run
it on top of those.
In a way, we think of all of our Roblox
systems as things that either people or
AI can look at and run things against.
So, we have all kinds of people building
custom little things that are looking at
the work tracker or doing some things.
Um
some people auto generate like our
one-on-one discussion topics. Um so,
I would say yeah.
>> I want to get into talking about a lot
of the policy that's coming out of
governments all around the world in
terms of age bands.
How do you think
without commenting maybe on whether they
should or should not exist, who do you
think should implement those? Should
those be at the company level
specifically, or should they be at a
platform level like Apple?
>> I mean, when I talk to senators in the
United States,
I say, "Please, how can we help you take
a look at what we've done on our own
without any laws requiring it? We're now
using AI to check the age of every
single person on our platform. We've
open-sourced our voice um safety filter.
We've done this this and this." So,
I do say, "Look at what private industry
can do." Um so, that's one thing. And
then, of course, I think there has to be
a lot of
thought and caution. And I think
universally um legislators I've met
with, they do have a balancing act. They
are
trying to enact great legislation,
but they're trying not to have the
tragedy of good intentions. They they're
trying not to craft laws that's just
like, "Oh my gosh, wish we wouldn't have
done that." You know, one could say, for
example, "Well, on a mobile phone,
whoever makes the mobile phone should
check the age of everyone on the mobile
phone." We said, "We're not waiting for
that. We're going to do it ourselves."
And we
>> But, do you think that that is a better
solution from an industry point of view,
or do you think it's better for You're
not waiting, that's great, but do you
think it's more elegant to have it at a
device level or at an individual company
and you're responsible for
>> for that? This is what makes it so
tricky, and that I would say both. And
that knowing what we do, given that
we're doing age check for all of our
users for comms, for example,
we know, for example, a lot of parents
don't have the time to configure their
device. Or a lot of parents will say,
"Yeah, take my iPad and go do that." And
so, if that iPad is configured, for
example, as a parent, and it's handed
off to a kid, that can be a little
tricky. So, I would say even when
devices maybe have an age in them, we'll
still keep doing our own thing.
>> But, that's had a cost on you. I was
listening to your last earnings call
this morning, and it's slowed down
growth.
>> I would say the opportunity to build a
global platform that has more and more
people playing together, which is
amazing, and all around the world, not
just quote over 13, but of all ages. I
mean, this is foundational to our
growth. Like, we're very optimistic.
>> I think where I was going with that is
you're able to take a longer view, in
part because you're you a majority
shareholder, you're the founder, you
carry a lot of weight in that, and you
can make these decisions. Not every
company is going to feel that they can
take an immediate short-term pain for
longer-term gain.
>> Yeah, I would say this is um once again
where our aspirations are like we think
digital play is just amazing. We shared
we're in the 3 to 4% of the world right
now.
The imagining what the future is going
to be for the types of digit you like
interactions we're going to have, it's
pretty amazing. So, I I do just feel
the work we've done, safety, civility,
platform-wide is foundational for our
platforms like this.
>> If you close your eyes, I want you to
tell me what Roblox looks like in 5
years from now.
>> I'll share a couple examples. One, we
we've shared the other side of that,
which is the technology we're building
for Roblox reality. It's surprising
um
that it's it's actually hard to imagine
what a photorealistic multi-player game
would feel like. Like, we're we're not
used to it. We're used to looking at
gaming footage and saying that is an
amazing game. That looks so good." But,
I do think when we look at it, we say,
"But, that is a game, by the way. That
is not
That's not like Bourne Identity, you
know? And whereas if we ran Bourne
Identity on a 2K screen,
that looks different than that. So, I do
think there's going to be a future world
where we have all the aspects of the
multiplayer gaming interesting,
but it feels like that. And I think
that's going to be pretty mind-blowing.
It's going to be a little bit like going
from black and white to color, or going
from 512 to 2K. Like, the people don't
quite realize how big that can be. So, I
think that's one aspect of it. I think
there's another aspect where
the notion of you make the game
is really going to come full circle
because um games are much more
complicated than code. They had
images and assets, and they have
environments, and they have stories, and
they have all of that. But, getting to
the point where you or I make a
beautiful thing, share with our family,
play it just by talking about it, I
think is going to come true as well.
>> I think that that's like incredible.
What do you think will be the second and
third-order consequences of that?
>> I think the the positive thing to think
about is actually um
the fun parts around connection and
digital play
will, in a way, become very
They're already quite meaningful. I
think the the consequences will be
more fluidity in digital play. The
feeling that it's not um me as a user
and them as a creator. The notion it'll
almost be like
um in the old days, only you know, 1% of
us were oil painters documenting the
king's portraiture.
Whereas now, I think we all feel like
we're oil painters. We have our phone,
we have digital, you know, image tools
and we're we're all kind of feeling like
we're part of it. And in a way, rather
than digital technology like reducing
the job market for oil painters, it's
probably increased the job market.
There's a lot more people doing digital
imagery. I'm actually thinking the same
thing will happen for gaming and that
the the both the hardcore creator market
and all of us will be more involved in
the creation of immersive experiences.
>> What was your reaction to watching Ready
Player One?
>> Ready Player One the book I loved, the
movie V1 I loved, but I do like the less
intrusive, you know, far out VR. I'd say
like Black Mirror, when they do VR, like
you just put a little white dot on you
and like takes over your eyes and your
body and all of that, it's less
intrusive. I think that's probably more
where it's going to go, probably, than
just goggles and stuff like that. Huge
fan of Ready Player One, but I think
there's a wide range of like technical
coverage of how this is going to work.
I'm a stickler, I I would say on sci-fi
movies,
like the more real
and the less comedy [snorts]
or glitchy
or whatever, the more I like it and I
think it's really hard to find sci-fi
movies that are just trying to be real.
>> I want to get this right, so I'm going
to read this, but my 16-year-old
submitted a question for you.
>> My 16-year-old?
>> If you were starting out at 16 today,
with no money, no contacts, no network
of people that you could rely on, how
would you spend the next 5 years to
maximize your chances of building a
company that matters?
>> Oh my gosh. I would
Well, I'll tell them what worked for me
is that was the last thing on my mind
when I was 16. Like I was into
in a way hang out with people I liked.
Um I was into what naturally I was good
at and interested in, whether it's
building model rockets or go-carts. So,
I think if one is 16 and actually that's
like what you're into,
um there is a notion to like can one as
one goes through the normal course of
life, you're going to go to high school,
you're going to maybe go to college, in
parallel can that be your fun little
hobby in a way? Can you warm up on that
in an authentic way?
>> We always end these interviews with the
same question, which is what is success
for you?
>> I feel every day I'm already feeling
very successful.
So, I feel like I'm in a way
>> into that feeling?
>> I I feel um waking up every day just
saying I'm so fortunate.
So, I actually feel that way.
>> [music]