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Senior C++ Engineer, Real-time Engine

Roblox - San Mateo, CA, United States - Hybrid - posted 2026-09-15

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Salary: USD 243,290 - 295,250 / annual

Roblox is seeking a Senior C++ Engineer to join the Geometry Scalability team, which builds the systems powering avatars and environments across the platform. The team's mission is to enable millions of developers to create large, high-fidelity worlds and multiplayer experiences that run smoothly on phones and low-end devices—a CEO-level priority for how Roblox evolves from kids' games into AAA-quality experiences that appeal to all ages. In this role, you will design and ship 3D engine systems for avatar and environment geometry, including mesh processing, level of detail (LOD), transcoding, streaming, runtime loading, and related performance systems. You'll partner closely with Rendering, Avatar, and Studio teams, as well as external developers, to ensure the features you build are directly usable for creating amazing experiences. A key focus will be profiling and improving game engine performance across a wide range of devices, with particular attention to mobile platforms. You'll lead by example: driving projects end-to-end, mentoring other engineers, and helping set a high bar for technical quality and code health on the team. This is a hands-on role where you'll tackle unique technical challenges at scale and directly shape the future of the platform. Roblox operates on a hybrid schedule: Tuesday, Wednesday, and Thursday onsite at San Mateo headquarters, with optional presence on Monday and Friday. **Requirements:** - 8+ years of professional experience building and shipping high-performance systems in domains such as game engines, real-time simulation, robotics, AR/VR, or similar - Deep proficiency in C++, with a focus on writing clean, efficient, and maintainable code in large codebases - Demonstrated hands-on experience building at least one production system involving real-time 3D rendering, mesh or geometry processing, LOD, animation/skinning, spatial data, 3D asset pipelines, or GPU/client performance - Experience diagnosing tradeoffs among CPU/GPU time, memory, loading latency, visual quality, and frame-time stability on constrained platforms such as mobile or console - Track record of driving work end-to-end when the problem wasn't fully specified: defining the approach, seeing it through implementation, rollout, and production consequences - Ability to work effectively across teams and explain complex technical topics clearly to different audiences

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