Morgan, welcome to The MAD Podcast. A great place to start would be to talk about Roblox to provide context for the rest of the conversation, and in particular, that core idea that Roblox is not a game, but a platform to create games and experiences. Can you talk about how that all works?
Yeah, that's exactly right, Matt. So Roblox is a social platform. It's online for 3D interaction between people. As you know, we have about 70 million daily active users, so it's a lot of people, and they're interacting in 3D worlds that are 100% created by the Roblox community. So Roblox, the company, provides the platform. We provide the safety infrastructure and the communication infrastructure, but the content is all created by the community for itself. And within those experiences, some of them are indeed game-like, some of them are more social, some of them are educational, people have all the kinds of interactions that you have in the real world.
And that can vary from hanging out with your friends to socializing, meeting new people, again, the educational aspect. And we're starting to see things like shopping and brands engaging on the platform as well. So the whole space of physical human experience brought into a virtual world with all the benefits that digital technology can bring there.
Who's a typical user of Roblox?
Essentially everyone. Historically, Roblox had a lot of game-like content, and it had younger users. And it's one of the reasons that we've really excelled, is we have strong safety. It's really important for the younger users. We've since seen the platform grow and generalize, and we're now at the point where we are active in countries around the world. We have something like 40 different languages people are using to communicate on the platform. And our fastest-growing segment is actually 17- to 24-year-olds.
And so we're sort of an all-ages, all-people platform at this point.
Maybe take us a little bit behind the scenes in terms of the core infrastructure. So you have this global audience that interacts in real time and creates 3D worlds in real time. From a core infrastructure perspective, to scale up and down, how does that work?
So it's an incredibly complicated in-house technical stack in order to present a really robust and simple interface to the user. So we have our core data centers. We have about 100,000 servers that we maintain with our own infrastructure, running our own software stack on those. And that's the heavy-lifting backend. That's how we persist all of the data. You have an avatar in the virtual world. It's how we keep track of what you're wearing, what the social graph is.
All of the items in the world, all the 3D worlds. We have edge data centers around the world. I think we're up to 17 of those. And so wherever you are, there's an edge data center geographically located near you so that we can have low latency, so that the experiences can be really responsive because there's not a lot of telecommunications delay. And then we, of course, have the clients, which run on every device. So you could have a game console, you could have a VR headset. A lot of our users are on mobile devices, especially phones and tablets, laptop, desktop.
And so whatever device you're on, wherever you are, we present a window into this 3D world where you can interact with real people.
And maybe give us a sense for the size of the engineering team to maintain this. Is that a huge organization?
So the company as a whole is about 3,000 people at this point. We're based in Northern California, and it's heavily engineering-focused. So almost all of that is engineers or engineer-associated professions. A subset of those associated professions are, say, the research scientists, the machine learning scientists, the data analysts as well. And essentially, everybody is working on the entire stack. Obviously, there are specializations for different areas, but I specifically want to call out the machine learning and AI because I think that's been the fastest-growing area of our investment in our people, has been in taking what's been a core adoption of AI tech for about six years now at the company, originally starting in safety and now growing into all aspects of the business, especially our generative AI, which is where most of our recent product releases have been focused.
To create games—or experiences—a big part of the infrastructure that you provide is a series of creative tools. So before generative AI—and we're going to spend the bulk of this conversation talking about generative AI—how did it work? What was the sort of spectrum of tools that people had at their disposal to create those experiences?
So because, as we discussed, all the content on the platform is created by the users, we have a suite of creation tools. So on desktop and laptop platforms, we've released our free tool called Roblox Studio, which is available to everyone. And I think one of the most important and unique things about Roblox, which really differentiates it from all other 3D creation throughout the entertainment industry, is that on Roblox, it's not just that the tool suite is free, it's that publishing is instantaneous and free.
And so it's the only platform where you can do for 3D what today you can do for microblogging, like text or images, which is one person, without some sort of app store approval, without becoming a publisher, can go and create something that you want to share with the world, push a button, and make it live in minutes around the world on all these different platforms. And you can even make money on it. So you can monetize your content directly, control who sees it, and then you can price objects within that.
And there's no other toolchain in the world that allows you to do that. And so that's sort of the core of the creation engine. Technology is super important, but the business and the community are really where the magic is of that process, which is that they have instant access to the world. So they get feedback, they see what's happening, they have motivation, they can build a business and a lifestyle on this, and then they can iterate based on that feedback with that motivation.
So the tools themselves, you have Studio, which is sort of a best-in-breed, easy-to-learn 3D creation tool. That includes making 3D models, it includes augmenting those models with physics, with animations for avatars. You can act out motions, you can draw curves in the Animation Editor, you can write source code in our Luau programming language, and you can access our suite of creator analytics tools. And that's part of that feedback loop. You can see who's entering your experiences, what they're doing, how much time they're spending, how you stack up compared to similar experiences.
So that's a relatively conventional tool suite. It mirrors what you would see for professional tools for making movies or AAA games or other 3D content, but we've brought it down to the point where it's accessible to people who might have never programmed or done 3D before. And then beside that, we have sort of our prosumer set of tools, which is that you can upload through Studio, you can use more professional-style tools if you're already an experienced 3D developer. A lot of our creators use, for example, Visual Studio or Visual Studio Code for their software development side, and they'll use tools like Git for version control, and they might use a tool like Blender for the 3D modeling.
So we don't lock people into our toolchain. We offer a free toolchain, and if you have your own tools, maybe some open-source ones that you want to bring, especially for a small studio, we accept that. We can ingest content from a variety of forms. So there's sort of an easy on-ramp for new creators, and then for pro and semi-pro creators, there's a way to plug directly into the tools workflow they have. And the direction we're increasingly pushing, and you're starting to see this with some of the things we've been teasing in our demos, is creation within the experience.