Full-Time
Updated on 9/13/2026
User-generated multiplayer platform for immersive experiences
No salary listed
Gurugram, Haryana, India
Hybrid
Three days on-site per week required.
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Roblox provides a global virtual platform where people, especially under 18, can learn, work, play, and socialize by joining games and experiences created by a large community of developers. Using Roblox Studio, creators build immersive multiplayer experiences that run on the platform for others to explore and enjoy. The platform supports cross‑device access and social features, allowing players to interact, team up, and share content. Revenue comes from in‑platform purchases (such as virtual currency and items) and subscriptions, fueling a large ecosystem for both players and creators. What sets Roblox apart is its emphasis on user‑generated content and a scalable marketplace where millions of new games and experiences are continuously added by the community, rather than a single author-driven catalog. The company aims to connect people through shared, accessible digital experiences and to empower developers to build, monetize, and grow their communities on the platform.
Company Size
5,001-10,000
Company Stage
IPO
Headquarters
San Mateo, California
Founded
2004
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Benefits and Perks - The health and well-being of our employees and their families is our top priority. We offer robust and comprehensive programs with variety to best meet your needs.
Well-Being Benefits - With flexible time off and a bi-annual, company-wide spring/summer recharge, Roblox knows how to balance working hard with winding down.
Financial Benefits - Competitive compensation packages, 401(k) matching, and flexible share incentives that let you choose how to share in our success.
Health and Wellness - Comprehensive medical, dental, and vision benefits, family planning resources, and 12 weeks off for all new parents.
Flexible Workplace - Our hybrid work schedule balances working onsite and working remotely. Enjoy daily lunch and an in-house fitness center when working from our San Mateo headquarters.
Roblox is launching a digital wallet in December to streamline creator payments. The wallet will allow US-based adult creators to automatically receive daily real-world revenue from their games and transfer it to bank accounts, eliminating manual conversion requests for Robux, the platform's virtual currency. Since 2013, Roblox has paid creators over $5 billion, including $1.7 billion in the past year. The median earnings amongst roughly 42,000 paid creators is about $1,500 annually. The company also announced users will be able to launch games directly from Chrome browsers by year-end, bypassing the Roblox app. Creators can distribute games as standalone apps across mobile, PC, and consoles. The wallet, managed by payment company Airwallex, will expand internationally in 2027.
Roblox announced platform updates at its 12th annual Roblox Developers Conference, unveiling new features for creators and players. The company plans to let creators distribute games as standalone apps across mobile, PC, and consoles, whilst maintaining Roblox's underlying technology. By year-end, players will access games directly in Chrome browsers without downloads. The platform is expanding capabilities to support 2D games, introducing features including an orthographic camera and sprite-sheet import. Additional updates include offline play mode, cross-game friends chat, and voice typing functionality. Last quarter, players spent 29 billion hours on Roblox across over 180 countries. The announcements mark Roblox's 20th anniversary and aim to expand creator reach and player accessibility across devices and platforms.
Roblox Chief Legal Officer Mark Reinstra sold 5,773 shares of Class A Common Stock on 8 September 2026 at $44.80 per share, according to an SEC filing. The transaction was executed under a Rule 10b5-1 trading plan established in February 2026. The sale represented approximately 1% of Reinstra's holdings. He continues to hold 392,291 shares directly, plus around 221,000 shares indirectly through various trusts, totalling $27.5 million at the 8 September market close. The sale occurred as Roblox faces headwinds, with its one-year return at -65%. Analysts forecast just 1% revenue growth for 2026, though they expect a rebound to 12% the following year. The company currently has a market capitalisation of $31.8 billion.
Roblox launches new video series spotlighting developers of top games. September 9, 2026 · James Hale As Roblox reaches its 20th anniversary, it's launching a new social video series that profiles the developers behind its "most exciting, recently released games," a rep tells Tubefilter. The goal with this series is twofold: First, to boost certain games so more players discover them; and second, to peel back the curtain of development and [...] Visit Tubefilter for more great stories. As Roblox reaches its 20th anniversary, it's launching a new social video series that profiles the developers behind its "most exciting, recently released games," a rep tells Tubefilter. The goal with this series is twofold: First, to boost certain games so more players discover them; and second, to peel back the curtain of development and put friendly faces to the work keeping the Roblox UGC engine running. But what kind of games is Roblox hoping to boost? How does it pick the titles and devs it spotlights? Justin Sousa, the platform's Global Head of Developer Community, says the best games "are built by creators with passion-creators who build their dream project and refuse to settle for good enough." "At Roblox, our job is to give that passion room to grow with the tools, support, and audience to turn ambitious dreams into games that can reach millions of players," Sousa says. The initial wave of spotlighted creators includes: * @Erythia (aka Mary), the Creative Director at Twin Atlas, who's worked on Creatures of Sonaria, Warden, Dragon Adventures, and Horse Life * @Seizarii and @coffvshop from Pixel Count Studios, which developed open-world 2D RPG Pixel Quest * and @Roytt, who solo developed cute co-op horror game Animal Hospital, then launched a studio with his friends following the game's instant success The titles they work on are some of Roblox's breakouts. Animal Hospital has racked up more than 2 billion visits since debuting in early June, Creatures of Sonaria has ~26,000 concurrent players at press time, and Pixel Quest, which is still in alpha release with new updates each week, has around ~200 concurrent players with 24 million visits and ~350,000 favorites. Looking over these titles, Streambroadcaster is guessing Roblox also chose to highlight them because they count as "novel games"-the platform's term for games it says are "genre-defining" and involve "deeper gameplay [and] distinct visuals." As spotlighted creators tell their stories, commonalities emerge. Many of them are longtime Roblox players who joined as kids and are now old enough to make the games they want to play. Several of them had plans for other careers, but got an opportunity to turn Roblox development into a full-time job and made the jump. "All of a sudden I get this Roblox job offer at RedManta," she explains. "My plans literally change in a day, and I'm starting to plan flying out to California to live out there and work on Roblox full-time." "[The developers we were working with] said, 'Hey, come to California, live in an RV, and try to make Roblox games,'" @coffvshop says. "So we just packed up our stuff, were like 'Bye Mom, bye Dad,' and we just went." He adds that he "really believe[s] that life and success is luck, but you have to be ready for it." Roblox posted this series of creator spotlights across its accounts on platforms including YouTube, TikTok, Instagram, and X. Like Streambroadcaster mentioned above, this new initiative comes as Roblox marks its 20th year. So far, anniversary celebrations have rolled out with a nostalgic game skin and exclusive UGC items. More announcements around the anniversary are expected this weekend, along with more announcements for Roblox as a whole, delivered at its latest Roblox Developers Conference Sept. 10-12 in San Jose. Visit Tubefilter for more great stories.
Sega cancels Super Game but continues live service growth. Discover more video game Discover Productivity Apps Table of Contents Introduction. Sega has long been a powerhouse in the gaming world, known for iconic franchises like Sonic the Hedgehog, Phantasy Star, and Total War. Back in 2021, Sega announced an ambitious project named the "Super Game," which promised a bold step forward: multiple AAA live-service titles built using cutting-edge technology. Fans and industry watchers alike were excited about what this could mean for the future of gaming. However, in 2026, Sega made a surprising announcement - they are canceling the Super Game project. The main reasons? High costs and significant risks tied to such a large investment. That said, Sega isn't stepping back from live service games altogether. Instead, they plan to continue working on other live service titles and expanding their existing IPs. This decision came to light through an in-depth interview with Sega president Shuji Utsumi, revealing how the company is adjusting its strategy in a rapidly changing market. What was the "Super Game" Project? The Super Game was Sega's grand vision for the next generation of gaming. The plan was to develop multiple large-scale live-service games that combined impressive graphics, expansive worlds, and ongoing content updates. Sega intended to invest a whopping ¥100 billion (about $700 million) over five years to bring this project to life. This wasn't just about making another game or sequel - it was about pushing gaming beyond traditional boundaries. Sega wanted to capture players with immersive experiences that continuously evolved, with ongoing events and social features that help keep communities engaged over time. It was a huge gamble aiming to keep Sega competitive against giants like Epic Games and Roblox, who have thriving live-service models. Why did Sega cancel the Super Game? In an interview with Nikkei, Sega's president Shuji Utsumi opened up about why the company decided to pull the plug on the Super Game. The core reasons revolve around the massive costs and complexities involved. Producing such big live-service games demands not only huge initial investments but also ongoing operational resources - everything from server maintenance to live content creation to customer support. Moreover, the gaming landscape has become more challenging. The financial risks are higher with the economic uncertainty and fierce competition. Games like Fortnite and Roblox dominate live service, and many newcomers have struggled to carve out a spot, sometimes facing cancellations or disappointing launches. Sega has felt this firsthand; for example, Hyenas by Creative Assembly was recently canceled, showing how tricky live-service games can be. All these factors made Sega reevaluate the Super Game's feasibility, concluding that the risks and costs outweighed the potential rewards at this time. Sega's live service plans moving forward. While the Super Game is no more, Sega hasn't abandoned live-service games altogether. Instead, the company is focusing on projects with proven traction and manageable scales. Long-running titles like Phantasy Star Online 2: New Genesis, which continues to attract players with fresh content and updates, remain a priority. Additionally, newer games like Sega Football Club Champions 2026 and Hatsune Miku: Colorful Stage are set to bolster their live-service lineup. These titles build on Sega's strengths by blending beloved IPs with live-service mechanics, keeping fans engaged without overextending resources. Looking ahead, fans are also excited about Total War: Warhammer 40,000, a live-service game developed by Creative Assembly. It's slated to enter closed beta in 2026, signaling Sega's commitment to innovative yet measured growth in this space. This approach highlights Sega's focus on balancing classic IP revivals with expanding their games beyond traditional standalone releases. Discover more Video Games Explore AI Assistants Conclusion. Sega canceled the Super Game because the project's costs and risks were just too high in today's uncertain market. While it's disappointing for those who hoped for a seismic shift in live-service gaming from Sega, the company still believes in this model. They're continuing to invest in existing and upcoming live service titles, aiming to improve and grow where success seems more attainable. Ultimately, this move shows Sega's strategic side - pursuing innovation but within smart financial limits. In an industry where one misstep can cost millions, Sega's balancing act could be the key to staying relevant and competitive while keeping gamers engaged. Fans can look forward to steady updates from their favorite series and new experiences that respect both invention and caution. Last updated on September 9, 2026