Roblox
Senior Software Engineer (Runtime)
Skills
2 months ago
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Important information
Contract type:
Permanent
Salary:
$196,750 – $243,290 / year
Location:
San Mateo, CA, USA
Work mode:
Onsite
Published on:
21 October 2026
What they need
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:
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
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
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 en
Take ownership of part of the engine’s Concurrency system — the task scheduler, fiber runtime, and async APIs that every other engine team builds on
Research and implement performance improvements that unblock platform initiatives – unlocking higher fidelity and richer experiences
Serve as a point of contact for concurrency across the org: design reviews, hard parallelism bugs, and asks from other engine teams
Improve the ergonomics, testability, and debuggability of concurrent code across PC, Mac, mobile, and console
Strong modern C++ (C++17 or newer) in a large, complex production codebase
Deep multithreading/concurrency experience — schedulers, thread pools, lock-free programming, atomics, memory models
Comfort profiling and reasoning about performance at the OS/CPU level
Game engine or real-time systems experience
Fiber/coroutine runtimes, work-stealing or job-system schedulers
Cross-platform low-level development (Android, iOS, console)
Track record as the go-to expert other teams consult on a system
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