The Game Engine team at Roblox works on the systems that power the experiences at the heart of the metaverse. Our code is the technical foundation in our client, editor, and our simulation servers.
The Game Engine team is broadly split into departments — Audio-Video-Communication, Avatar, Core AI, Digital Matter, Productivity, and Systems. This position is for the Systems Runtime pod.
The Runtime pod builds and maintains the foundational C++ components that power the entire Roblox engine and Studio stack. We own the runtime layer — the performance, efficiency, and usability of the core primitives that every other engineering team relies on. Think of Runtime as the “standard library” and execution engine for Roblox’s C++ world. Our ownership centers on three pillars:
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Concurrency System — our task scheduler and fiber runtime power how work is parallelized across CPU cores, letting teams scale features across platforms while keeping code understandable and debuggable.
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Memory System — we own the engine’s memory allocator stack, tracking pipelines, and observability tooling to make memory behavior predictable and prevent leaks and fragmentation.
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Profiling and Observability — we build and evolve the MicroProfiler and telemetry pipelines to help engineers diagnose real-world regressions and keep the client fast at global scale.
This role centers on our Concurrency system. You will own the scheduler and fiber runtime that the rest of the engine is built on, research and implement the performance work needed for 3K-player servers and genre expansion initiatives, and act as the point of contact other engine teams come to with concurrency asks. You will debug real production failures across PC, Mac, mobile, and console, and build deep intuition for how compilers, CPU architectures, and operating systems interact. A single well-designed primitive or optimization here makes hundreds of internal engineers more productive and millions of player sessions smoother.