Big Technology Podcast - Roblox CEO: We Want AI To Generate Full Games — With David Baszucki
Episode Date: March 12, 2025David Baszucki is the CEO of Roblox. He joins Big Technology Podcast to discuss how the company envisions generative AI playing into game creation on Roblox. Tune in to hear his vision for a future wh...ere users can prompt entire game experiences and modify them in real time using AI. We also cover child safety concerns, Hindenburg Research allegations, and whether parents should give their kids money to spend on Roblox. Hit play for an insightful conversation about the intersection of gaming, AI, and the future of creative digital experiences. --- Enjoying Big Technology Podcast? Please rate us five stars ⭐⭐⭐⭐⭐ in your podcast app of choice. For weekly updates on the show, sign up for the pod newsletter on LinkedIn: https://www.linkedin.com/newsletters/6901970121829801984/ Want a discount for Big Technology on Substack? Here’s 40% off for the first year: https://tinyurl.com/bigtechnology Questions? Feedback? Write to: bigtechnologypodcast@gmail.com
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Roblox CEO Dave Bazuki joins us to talk about creating games with generative AI,
safety on the platform, and whether you should give your kids money to play with on Roblox.
That's coming up right after this.
Welcome to Big Technology Podcast, a show for cool-headed, nuanced conversation of the tech world and beyond.
We're joined today by Roblox CEO, Dave Bazuki.
He is the CEO of a very large app with 85 million daily active users across 190 countries.
they're not all children. 60% are over 13 years old. So we'll talk about the appeal of the
platform. The safety measures the company is putting into place to keep kids safe. And whether or not
it's a smart idea to give kids money when they're on. Because I know my friends,
their kids, they're asking for money for Roblox. And I want to speak with Dave about whether
they should give the kids that money. So mostly excited to speak about the
AI stuff, we're going to go into depth about creating games with AI in the first half.
And it's my pleasure to welcome Dave to the show.
Dave, great to see you.
Welcome to the show.
Thank you so much.
I'm really excited to be here.
And these are fun topics.
So thanks for having me.
Definitely.
I am a user of Roblox.
I can't say I'm an active user, but I do know that when I'm around my younger cousins or my friend's kids,
I fire the app up and they show me how to play the games.
And it's usually a pretty good time.
Well, hey, welcome fellow Roblox user.
I've been a Roblox user for 18 years going on 20.
Okay, great.
And so the question is, what are games going to look like in the future?
Because to this point, you have a platform where people can build games and then you could go out and play the games yourself.
And a lot of that is pretty painstaking, taking certain features and moving them in certain directions to enable certain actions.
And you could spend a lot of time building games.
Building games takes a lot of time.
Then this thing called generative AI happens.
And all of a sudden, the idea to build becomes different,
where maybe some people say you could just prompt a game and it will show up.
Now, I don't think Roblox is there yet, but I do know that it's on the roadmap.
So talk a little bit about how you envision generative AI coming into your creation process and where things stand today.
You know, it's pretty interesting if we go back 20 or 30 years, and so many of the things
maybe we would imagine 20 or 30 or 40 years ago, and we'd read them in sci-fi books,
some of them have started to come true.
You know, the Dick Tracy Watch has started to come true, and what we had think of as,
the web has started to come true.
And when we started the company 20 years ago, we had the notion of this 3D digital platform in the cloud,
And if we gave people this 3D platform, we would see interesting stuff.
To zero in on your question, I think the fun answer is we don't even know.
And I feel that the reason we don't even know is there's a nuanced angle to AI which accelerates all of us as humans,
whether we're an artist or a 3D designer or just someone with an idea.
we accelerate that.
It helps us be a better creator,
arguably just like Photoshop helped people who used to paint with oil
be better creators.
So we're going to see a lot of human accelerator,
but there's a second nuance, which is what is a game?
And as we start to have, in addition to AI creation,
within the games themselves and within experiences,
the ability for all of us to access,
AI at any point and any time, it creates almost a new opportunity where we don't know what a
game is. And where I'm going with this is in addition to AI creation, pretty soon we're going
to have 3D generation and text generation available within any Roblox game. And so what that
means is, for example, a fashion experience like Dress to Impress, where we typically put things on
and shop and put an outfit together
will be someday complimented with you or I
describing what kind of outfit we would like to create.
And so it's interesting to imagine
that AI may accelerate creation,
not just for game creators,
but for every player of games.
Right.
So if you want to customize your experience,
maybe you can prompt your way
into a character that looks exactly like you want it to look like.
And people who watch project,
runway and say, I have those ideas in my head. I just don't know how to sew them. I don't know how to
cut the fabric. When they start describing those ideas with text or voice prompt, they may start
to see those ideas come to fruition. That's just a really small vertical slice of why we think
there's an emergent new world of what is a game as AI starts to power some of these
experiences. How far is
Roblox from a place where you could say
imagine a world where
the characters are dragons and
I'm trying to do this and
these are the objectives and it should
be elegant but
easy for users to play and
then it just creates the game
in and of itself? We're getting
closer at remarkably
high speed and
one of the accelerants of this
and this is true for any
AI system is the
more data that's available for training in a legal copyright TOS compliant way, the more quickly
we can build up AI power. And Roblox is unique that we have an enormous amount of 3D data,
3D objects, 3D scenes, there's hundreds and hundreds of medieval castles, there's thousands
of cars, there's thousands of dragons and all of this. We're using that data to create not
an LLM, but a 3D foundational model within our AI team.
And we've said publicly, we're going to release the first version of it this quarter.
And we're going to release it in several forms.
We're going to release it as a open source 3D foundational model for others to use.
We're going to release it in Roblox Studio.
So you will be able to say, make me a good dragon.
but we're also going to release it for creators to use within their games.
So we will be testing the very first version of you and I in a Roblox experience saying you make your dragon and I make my lion and we start to see them emerge.
Obviously it's version one, but this is going to happen this quarter.
What about building like I guess these are elements of a game?
do you envision actually being able to prompt and play a game?
I think this is really insightful
because elements ultimately add up to the full experience.
And the full experience of a game,
especially on Roblox, is really quite rich.
We have 3D objects, unbeknownst to a lot of people,
the 3D objects on Roblox actually tend to be physically pretty realistic.
We run physics simulation, cars have wheels.
If wheels fall off cars, the cars skid out.
We have 3D terrain.
We have a lot of code embedded in all of those objects.
Roblox game creators embed code at the world level and the object level.
And you're exactly right.
The North Star is not just object creation, but full-on experience creation to where one can
imagine someone drawing a few sketches of characters.
describing a few fun type of gameplay and literally generating their own Roblox experience from
that. Can I tell you a crazy thing that I did? I was, I mean, crazy. Who knows? You'd be the
judge. I was on Claude earlier today. I guess I was thinking about this interview. And I said,
can you create me like a game where a journalist hunts for scoops and they have to ask the
characters for a scoop three times? And then at the third time, they will give you a scoop. And
get a point for each scoop and it actually builds the game it codes up the game and uh it starts out
as like it's just like a text game so like you click on the character and then you you know ask three
times and then eventually like you might get the um you might get the experience built out then I
prompted it again and I said actually I want this to be a town square that you walk around
where characters walk around so it creates it and it has like depersonalize emojis like the
a lawyer is like a law icon.
I said, no, I actually want these to look like people.
And then it goes ahead and recodes it.
And now it, then it works.
Literally took me 10 minutes.
I coded it up and even gave it a name.
It was called Scoop Hunter, which I didn't even prompt it with.
Next thing, I know I'm going out and playing it.
Now, I know that's much more basic than a Roblox game.
But, like, it does make you see the path to be able to get there.
So I'm curious what you think about that and how far away you think we might be
from being able to do that within Roblox.
I don't think we're too far away.
And I think what you're doing,
it's fun to imagine the prompts you gave cloud
to trying those same prompts
in a fully immersive 3D environment,
ultimately over time.
And I feel where you're going with that is exactly right.
I like the notion of your game, Scoop Hunter.
I like the idea of the full physical fabric,
of that system is a high-resolution 3D environment, a 3D environment that can run on any device,
a 3D environment that can be multiplayer around the world, and that fabric then can support that
query. We're going to need some NPCs powered by AI. We might need different personalities
that think about their scoops. We might need a great town square that you would stylize more
as you discussed it, and that'll all come to life.
So I think we're not that far away from that.
And so not that next year?
I won't say when, but I will say we're going to ship in Q1,
both text generation, as well as 3D object generation in Roblox experiences.
And we would philosophically agree with you that full experience generation is the highest way
to think about that. A full experience that's immersive is 3D objects, it's prompts,
its code, it's pulling all of that together. I think where this ultimately leads to,
as computers get faster and have more and more performance, is almost where you're going with
that is happening in real time as you're walking around a 3D environment. And the ultimate,
that when we think about how you and I might dream,
when we're in a dream,
we're literally generating a 3D environment in real time
that's changing very quickly as we move around that dream.
And so in a way, what you're describing about
if it's done in real time,
and you're walking around Scoop Hunter,
and you say, whoa, morph into this.
I want sci-fi Scoop Hunter with, you know,
the Supreme Council of 10,000 Scoopers
and it morphs into that.
You could imagine all of that happening in real time.
So you're saying you want the players also to be able to prompt as they're there to change the game experience.
I think the more we think of a game experience as available to the player, not just the traditional game creator,
the more robust the technology is.
And we, you know, at Roblox, Roblox studio is a very powerful tool, all,
of the facilities in Roblox studio, we want available to the game creator, AI creation,
interactive modeling, 3D things. So there's really kind of a blurring between the studio tool
and the creator. And what you're talking about could be done by the user in real time.
So just to confirm, this is your North Star. You're interested in, well, let's just say
goal. This is your goal. You're interested in creating a experience where I could prompt,
an experience out of thin air like I did with Scoop Hunter, and then as I'm playing a game or I'm in an experience, I as the user can prompt my way through it to make it sort of shaped to the way that I want to experience the experience.
Yeah, and I would say it's bigger than a goal. I think there's a class of technology problems that don't involve things like faster than light travel or hacking human biology that we can imagine with more computer.
and better algorithms are naturally going to emerge.
This is one of those that I believe is just naturally going to emerge.
It gives us the opportunity, not just to set that as an interesting goal,
for those who want that type of environment,
but also something that will naturally emerge.
I'm not sure everyone 24-7 will be running around Roblox dynamically creating environments all the time,
because many of us will be hanging out with our friends going to a concert,
many of us will like to go to the creations of other people,
many of us will still like to play hide and go seek.
But for those who want to use that type of experience or creation,
I do think it'll become available.
Yeah, because that is the thing about this, right?
When you play a game, the thing about it that makes it so enjoyable
is the taste and the talent of the game.
creator. That's correct. Like, we like to play Assassin's Creed in this house. And part of the joy
of Assassin's Creed is just the brilliance of the Ubisoft creators who have gone out and built that
game. You could, you experience it in the quests. You experience it everywhere. Now, when it comes to
prompting a game, it's almost like you could have a quote unquote normie try to prompt a game.
but I'm not as
bullish that they'll be
able to do what the greats
can do and replicate what it makes
playing a game so magical.
It reminds me a little of
when I was younger
I got a Mac Plus and the Mac
just came out
and the Mac had
whizzywig windows
and fonts
and all of a sudden everyone
thought they could do
text the layout and
typoise.
and we just saw all these documents with 39 different fonts that look like crap and i think
there's a little bit of an analogy to that where font craftsmanship and layout used to be done with
movable type it moved online to Photoshop and other tools but still there's crafts people who are
really good at layout and i think the same is true as we move from oil painting to digital tools
and photography, I think the same will stay for that Assassin's Creed game you mentioned.
Like, there will be a lot of taste and a lot of art, even with AI acceleration.
Do you think that AI can replicate that human taste and brilliance that it takes to create a great game?
Like, I was speaking with Dem, let me put the context here.
I was speaking with Demis Asabas, who had his AI game player go and beat Go, AlphaGo beat Lisa Dahl, the Grandmaster there.
And I was talking to him about, like, where do you want AI to go?
And he says, I want to be able to not just play Go, but to prompt Go.
And Go is obviously a game that has stood the test of time over the years.
And what Demis was saying is like, I am trying to build AI that can actually go ahead
and build a game as brilliant and as elegant as those that designed Go eons ago.
So let me put that to you.
I want to ask you, do you think AI can be?
do this? I think there's about five really interesting threads right now. I think we're still
in the early forms of AI where arguably AI is super good at word manipulation and it's learning
shape rotation and shape manipulation and more spatial type things and engineering things. So I think
we're early there, 10,000 years from today, will AI be able to generate games and experiences
that are maybe indistinguishable from humans? I could see that. What's interesting, though,
is thinking through, what does that really mean for us culturally in a society between here
and that next 10,000 years? Because there is a notion that we, there's an optimistic notion that we still
like things built by humans in a way as well. And we sometimes like to buy that designer thing
rather than that mechanical thing. So I don't know how we go from here over the next 10,000
years. I do think ultimately AI is going to get pretty smart. Yeah. I would be, at this point,
I would say, I'd be surprised if the AI can prompt a brilliant game like an Assassin's Creed. In the
long-term, I imagine it will. So let me ask you a question about how you're doing this.
You're building a 3D foundational model. Everything we hear about building foundational models
is it's exceptionally expensive, takes the best AI talent to really do it well, and it's only
available to a few companies. Now, Roblox is not a small company. The day we're speaking,
the market cap is north of $37 billion. But I want to know how you're able to
to do it with the resources that you have,
whether you're, yeah, basically whether you're able to build what you want to build
and how tough this has been.
It's super tough.
I was in a meeting yesterday.
I join our AI group very often to check in on, I would say not just our 3D foundational model,
but our techs gen and ultimately our experience generational model.
And we should also talk about ultimately,
ultimately NPC models as well, because that's the kind of the sci-fi complement to 3D experience
generation is Avatar generation as well. We have a really large AI team, and the beauty of, it's
pretty big. It's like, because if you look at our history, we've made some acquisitions with
Lume AI and some brilliant talent there. We've been constantly hiring, and we've been building,
models for four years now, primarily for text and voice safety for asset and moderation.
We've gotten really good at building and running AI at Roblox.
Behind the scenes, there's over 200 different models running on our system that are doing
so many things at higher quality and higher performance.
We have also gotten very good at running relatively complex models efficiently.
And I, you know, deep seeks in the news, that that's kind of, you know, rings the bell for us because our voice model runs very efficiently.
We're able to use it to help moderate all the voice on our platform.
And we've even open source one of our voice models so other people can use this model for safety and civility.
So bridging that into 3D generation,
where I have a lot of experience with that,
we also have an amazing amount of data
and a very big data set that I mentioned
is usable for training object, 3D object generation,
and started to put that together.
So we're training, we have enough hardware,
we have a great team,
and we're going to run this efficiently
so that any creator can use it in their game.
So we think we're uniquely poised to generate this 3D foundational model and expand on that.
And it's all proprietary?
All proprietary.
Okay.
And you're training on actual gameplay to be able to create more gameplay or not yet?
So you're, this is very perceptive because we have both static information,
which would be 3D objects and shapes.
We have something more than static information,
which is the code embedded in those objects.
So cars on Roblox, we call them 4D cars, not 3D,
because they have code.
Like, when do you open the door?
How does the user interface work on that?
What are the properties of the wheels and the motors on that car?
So we have that data to train on as well.
how does a car actually function as opposed to how does it look good then the future though
once again in a privacy compliant an IP compliant way is we also will know more and more how people
interact with objects what's a typical way for you or I to walk through a building how do
people interact in a sword fight when they're pretending their nights how do people
climb on cars. So that time-based information complements the static information and starts to beckon
more interactive-type experiences. And I would say when I say proprietary, proprietary plus, of course,
the huge open-source ecosystem that's out there for tools, open-source complementary things,
but all of the 3D stuff very heavily proprietary. Okay, so what I'm hearing is you're training
on the objects, some of the interactions, but not actual gameplay to be used to generate more gameplay,
not yet. I would say not yet. And I would say training on gameplay isn't necessarily something
we would use to create gameplay, but training on gameplay may allow when you or I pick your
favorite historical figure, whether it's, you know, George Washington or, you know, the founder of any
country that data may allow us to make more natural avatar simulations as well it may allow a
your um scoopers to act more natural you know like if we know what how how those various
character archetypes work when they've got a scoop and they want to share it with you so i think
we'll we'll see that ultimately drive avatar simulation as well okay and
Now, David, I want to ask you, you're probably better position than most to answer this question, which is we've been asking, when can you prompt a blueprint, for instance?
When can you prompt a design of a piece of furniture?
The systems hallucinate too much right now to actually be able to do that in a useful way, at least those that I've seen, maybe someone's built one.
having built this or working being someone that's working on one of these foundational models
for 3D you're somebody that understands the spatial dynamics of something how things interact
with each other in the real world do you think that this type of technology can then be applied
to be able to successfully be able to prompt a blueprint prompt furniture design
prompt some sort of town layout, whatever permutation of this you might imagine.
This is really interesting because there are, there's probably hundreds of thousands of town
layouts on roadblocks. And there are probably, as we start to use the data of human motion
through those town layouts, there's, I'm sure, a lot of embedded information. What
layouts work, what layouts promote better social cohesion, what town layouts aren't very good.
And the combination of those existing town layouts plus how people interact with them
does beckon a future of really the interesting thought of getting useful type of layouts
from what's traditionally thought of as a game engine that could actually be used for real life
purposes. I'll give you one example I just saw a few days ago. We asked our 3D foundational model
to generate an over-the-road 18-wheel semi-trailer, and we started constraining it a bit. We started
saying make it fit in this size. And these models are getting smart enough that in a smaller
size will generate the cab of the trailer without the trailer. And in a large
your box, we'll say, oh, now you have enough space to generate the trailer. So I like the idea of
a creator on Roblox who's thinking of it as a game using our AI to build a fun game called
Build My Own House, have some AI help power it, and have it be a mix of human intuition
and AI to make the house really functional. And over in Autocad Land or Replitland are these
beautiful 3D architectural programs, imagining those being driven by AI, physics, and aesthetics,
I think we're all going to be designing our own homes, absolutely. Okay. We've got some questions
from our Discord. A lot of them about responsibility. Starting with the AI responsibility question.
We have a member that says, AI likely will soon be building its own worlds inside Roblox,
who actually takes responsibility if something goes wrong?
Is it going to be the user?
Is it going to be Roblox?
Who's responsible if AI builds something bad?
Well, I think what we're going to see, wonderful question.
And we are put in a position where we have an amazing amount of responsibility here.
We have a wide range of ages.
We're running in different countries.
with different regulations and policies.
And where I see this going is we need to be able
to handle whatever comes out of AI.
And what that means is if one of our creators
makes a really interesting 3D experience
and they're running in a fairly untethered mode,
we'll give them the guidelines on the type of experience,
the age range, but it's our job to be
watching that still. And I think it's our job to be using AI to analyze the output of what
their AI built to see, is it policy compliant? And so we take that responsibility. We take the
responsibility of making sure you can predict and trust the policy adherence of what is on our
platform. Okay. So it will be Roblox's responsibility, not the creator that prompts.
It is still the creator's responsibility. Like, we have terms of service, do not build this.
We do not tolerate this. We have zero tolerance for a wide range of things, including bullying,
hate, you name it. But if someone breaks that policy, we're going to catch it and we're going to
handle it. And so it's really both. Okay. So no new precedent.
on digital liability if someone uses your prompting tool.
No, I don't think so.
But if the prompting tool hallucinates some weird shit?
Humans can already hallucinate weird shit.
Yeah, but anyway, when you use a prompting tool, you give up some control.
But I hear what you're saying.
We can and we do.
All right.
Let's take a break and we're going to come back and we're going to talk a little bit more about child safety.
Covering the Hindenberg Research Report.
And then I want to talk about the Metaverse.
want to talk about financial responsibility within Roblox, which is something you and I spoke about
offline, and I definitely want to get to. All right. We'll be back right after this.
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And we're back here on Big Technology podcast with Roblox CEO, Dave Bazuki.
Dave, thank you so much for coming and speaking with us.
I've been telling you, I told you right beforehand that I've been following Roblox for a very
long time.
I've got younger cousins, friends, kids that use it and gotten a chance to see the platform.
And it's a fascinating place, and they do love it.
So let's ask a couple of these safety questions.
Just my job.
I have to ask you them.
So don't get too mad at me, but I got to run through some of these accusations.
We actually like talking about this.
And we feel it's a wonderful area for the future to really lean in on.
So we don't, if anything, we welcome the discussion.
Okay, great.
That's great to hear.
So let me bring up some of the points that Hindenberg research made and toss them over
to you. First, they say that Roblox has lied to investors, regulators, and advertisers about the
number of people on the platform, inflating a key metric by 25 to 42 percent. And that engage...
Yeah, it's interesting that Hindenberg is no longer in business. Now, I'm not going to say
there's any correlation to their report. They're out of business now, yes. But it is interesting
they're no longer in business. And on this point in particular,
You know, on TV publicly on earnings call, we completely disavow the whole allegation.
And the interesting thing is investors can look at the ratio of the time on Roblox to the hours on Roblox, to the bookings on Roblox.
That's available for four or five years.
And you can watch the ratios of all of those.
And when you dig into that math, it becomes very apparent that their research will.
was completely flawed.
Now, they say that there's a potential that bots can inflate the numbers, and there are
some games that users have said are botted out.
So do you think there's a chance that bots might have been increasing those numbers?
I would say, once again, we report daily active accounts on the platform.
We are constantly, constantly patrolling for, we don't call them bots.
We call them accelerated play or, you know, things that are doing weird thing.
And the situation you're talking about, which no one on the platform wants,
is some experiences, there can be an incentive to put in account farming type activity
and resell that kind of thing.
We're constantly getting better at that.
We are constantly working on that.
The numbers are not, are really not significant.
And once again, there's some interesting thing.
If we imagined three quarters of the accounts on Roblox or bots, interesting, that would
mean a quarter of those accounts are really making a lot of money per hour because the one
thing that always pencils out is raw cash in our bank account.
That is audited.
We go through that with auditors.
we can measure it.
And there's no way to bot raw cash.
So, yeah, we disavow the significance of bots in really distorting our numbers.
And that is the cash that Robox players are spending within the game.
That is real cash spent by.
So bots don't typically spend cash.
And so we do think because our ratio relatively of cash intake to hours to DAUs is inspectable for four or five years.
it highlights those you know kind of the the reason we push so back hard on those allegations now one of the
things they say is that you talked about how you track active accounts but there could be one
user with multiple accounts and one of the things they say is that roblox doesn't dealt or
basically bring down the number of players to individual users it's more on the account level
Yeah, I'll share this as a common practice. And it's one of the reasons why many companies report daily active accounts or daily active user accounts. It's because we wouldn't reject. You know, you or I might have two Gmail accounts and we might use them for different things. So we count accounts. We count them every day.
And we think it's the best way to report on what's happening on our platform.
Right.
Okay.
Let's go over to child safety.
Again, we'll mention Hindenberg is not in business.
But they did say that their research revealed that Roblox is an X-rated pedophile healthcape,
exposing children to grooming pornography, violent content, and extremely abusive speech.
Now, even if it's just a much smaller percentage than they talked about, that would be an issue.
So how do you react to that?
Yeah, I would go even further and say, we are disturbed by even one bad issue on the platform.
Like, it's serious stuff for us.
All of our employees, many of them have kids on the platform.
I have cousins on the platform right now, playing all the time.
But every day, tens and tens and tens of millions of people are having an amazing experience
on our platform. Right now, one issue is too much. We constantly are improving and getting better.
We shipped over 30 safety improvements in the last year. We had a huge release in November around
parental controls and giving parents more control. And we run every single asset, every single
video, you know, every single image through AI. And then one thing people don't,
quite always realize is unlike most other platforms, on Roblox, there is no sharing of images,
there is no posting of images. That does happen a lot of other platforms. On Roblox,
people are connecting and communicating. So we take it very seriously, and it's really something
we really focus on. Right. They said that they were, they registered as a child and found
games like Escape to Epstein Island and Diddy Party, 600 Diddy games, including
Survived Diddy and the run-from-Diddy simulator.
I would say in pop culture, it's no excuse for us.
Terms that sometimes are very welcome in five hours in our culture can all of a sudden
turn into very bad terms.
And I would say we're constantly experienced, you know,
accelerating the velocity of picking up things like that.
Last thing on this, I mean, yeah, okay.
Last thing on this, they say that you reported a 2% year-over-year decline in trust and safety expenses
as you were pushing to profitability in the second quarter of 2024.
It would seem to me like as your users increase, that would be an investment that you'd want to increase.
Yeah, what's interesting is they don't have access to our internal graphs that we track.
so carefully. And, you know, I track all the time. We track in our staff meeting on the quality
of our safety systems, on the accuracy of our safety systems, on our vision really to protect
people of all ages, not just under 13, but 13 through 17 and even 18 and up. And all of those,
all of those systems are getting so much better continuously over time. The one thing is
they are noticing is in many areas we're accelerating AI and in many cases we're able to move
people to more high level roles in the company. So that's a, that's really an apple to oranges
thing. We would push back and say all of our systems are getting better as we move to more
AI on those systems. Okay. And I was, I was going to move on, but I do want to follow up on one
thing you said, which is that culturally things can appear normal one day and then next thing you
know, like allegations come out and they're different. But something like Escape to Epstein Island
or like survive diddy. Like there's no way that they were fine at one moment and then not
in the other. I would say in those areas where we have historically put an enormous focus on the
actual 3D content, we are more and more incorporating the 3D experience as well as the
description of the experience in a holistic way. And so we're always improving that.
What does that mean? Well, I think what you're saying, what I'm saying is the 3D experience
itself, which we've been very, very careful of in what you can actually do in that.
your i'm agreeing with you the title of experience can also matter and needs to be more responsive
to cultural events right okay all right so uh i actually want to speak with you about something concrete
that also came up in our discord which is that uh apple recently said it's going to let parents share
the kids uh ages to limit app access um i'm very very curious like do you what you think about this move
do you support it? And yeah, the question is that we got here is, should that be expanded to more
operating systems and codified into law? So I want to put that to you. This is a really
a good one. And we've taken the posture that we can't wait for mobile providers or OS. And we have
to be fully capable of doing it on our own, whether it's an age estimate,
how we filter all text, how we filter all voice, all of that,
as these systems come to play and as we get a more reliable signal maybe from a mobile phone,
we of course will use to the degree we can trust that signal
as part of how we build our safety systems.
But I would say we can't be waiting for that.
And we have taken the posture we can't wait for that.
But do you think other operating systems should follow Apple's,
lead here. Basically, it's a parent inputting the age of a child sort of to make sure that an app has
that information and can gate content appropriately. I feel if we could see on a mobile phone or some
other device that a person we can really trust as a parent has really said that is an eight-year-old,
we would use that signal. And that signal would be helpful to us. But as far as,
whether between operating systems and our legislature, that's going to be a forced issue or
voluntary issue. We're kind of building irrespective of it. Okay. All right. I want to wrap up
talking about one of my favorite conversations here that I have with my friends because they have
their kids. I don't have kids yet. Hopefully someday we will. And we're going to run into this issue,
I'm sure, because they're going to be on their phones and iPads without a doubt.
kids of a tech reporter, this is, comes with the territory. They, uh, they beg the parents for
money to spend on Roblox and my friends are like, what do I do here? Do I give my daughter money to
spend on the internet and, you know, buy a dress on Roblox? Or do I like not give them that money or
give them a physical dollar and not allow them to spend it online? So I'm very curious to put
that question to you, CEO of Roblox? What would your response be?
Well, first off, I remember when I was in kindergarten and I got 10 or 15 cents to go buy a comic
book and that was my allowance. And every week I took that 15 cents and I walked down to the store
and bought a comic book and built some financial literacy. So that would be point number one.
Point number two, the vast majority of people on Roblox are not using any money.
And part of the reason we've grown is we've always viewed the platform as a free utility
that brings people together with optimism and civility, no matter where they are in the world,
and supports them.
And we behind the scenes, when we're discussing things like search and discovery and what are our algorithms
and all of that stuff that's a lot in the news, behind the scenes, we are generally optimizing
user joy,
user retention,
connection,
rather than money.
And I think that's
actually contributed to our growth
as we've put that first and foremost.
That said, yes,
we build the company
on the small percentage
of people on our platform
who use virtual currency,
and that's going to be supplemented
with other forms of monetization.
And we're very appreciative of that.
because it allows us to build this platform and keep moving.
When it comes to kids, I do feel it's 100% a parental choice.
I would never recommend to a parent, oh, you should spend money on Roblox.
I would recommend to a parent to think through their situation, their family, financial literacy.
And I would say the Roblox angle is, I think, more and more young people as they build financial literacy,
may balance physical world, financial with digital world.
Like, we already do that, right?
We have subscriptions and we have online things with physical things.
And so I do think if for those parents who are interested in financial literacy,
this can be kind of a compliment to that.
There's another thing about it in that there, in a way,
there are situations in Roblox where young people might be able to spend virtual currency
in ways that we would, you know, buying a ticket for an airplane or something that in a little bit of a way is a simulator of things to see later in life.
So, you know, I would leave it to parents, but I think it's getting to be an interesting mix.
Yeah, my advice to my friend is do it. Give them money.
It doesn't have to be a lot.
It'd be maybe a couple bucks a week or a month.
And it is an amazing educational tool, I think, because it shows the kid you have a budget.
You immediately have a budget if it's a dollar or two.
And okay, like, is what they're buying the most valuable stuff in the world, like a new shirt or a ski hat on their avatar?
I don't know what you'll say.
I'll say no.
But I think that, like, they're going to eventually end up in the real world and they're going to have, you know, $1,000 in their bank account.
And they're going to have to learn how to allocate that and then hopefully more.
And I think that early budgeting is really helpful.
I'm going to, I would definitely do it.
it's an interesting thing that someone will probably write a research study on is it better for kids to give one lump of virtual currency every month or to give a little bit of virtual currency every day the once a month may have more educational financial literacy impact than the once a day thing yeah like you here's your budget um you want to spend it go ahead but you're not getting any more until you know the next
quote-unquote paycheck. I mean, maybe they have to work for it. Maybe do some chores and you'll get
$2 in your Roblox account and you spend that on the hat or the skateboard. I don't know. David,
I got to tell you, my avatar is ugly. I mean, I'm embarrassed to be walking around with mine.
But I do think that like, yeah, it's this thing where you learn work translates to money. Money is
finite, right? And this is what it does.
If only all parents could copy your speech right there.
This is your allowance.
You're not getting any more.
I thought that was a good model for every parent in the world.
Great.
And so let's just close with this.
CEO Roblox, you have 85 million users.
What do the next five years look like for you if things go really well?
I'm super optimistic.
Like we've said, we believe 10% of the world's gaming market can run on Roblox.
That's our target.
We think it's going to usher in a lot of optimism, a lot of human connection around the world, allowing more people to learn and create.
And I do think also an opportunity to usher in the use of 3D AI in a really safe and civil way.
So I've never been more optimistic.
all right david look thank you so much for spending the time talking with me i learned a ton
about where generative i is going we talk so much about text generation voice generation
three d generation game generation a model that understands the world to me is the next frontier
and you're living that so that's that's quite cool maybe we get scoop hunter on the platform one day i don't
know i want to play scoop hunter i'll send you it's live as a no as a clod off effect right now
and um and yeah definitely thank you for taking some of the
tougher questions and for showing us where the platform is going. So great speaking with you and
really hope to have you back sometime soon. Thank you, Alex. Awesome, David. Thank you so much.
Thank you to the Roblox team for putting David on the show with me. And Ranjan and I will be back
on Friday to break down the week's news. So we'll see you next time on Big Technology Podcast.