Back to search
EngineeringOn-site

Senior Software Engineer, Runtime

Roblox · On-site

Apply
Last seen by MeritLog September 9, 2026Source: GreenhouseSource version: greenhouse-job-board-v1

MeritLog read this listing from Roblox's Greenhouse job board and last checked it on September 9, 2026.

Source: the employer's Greenhouse job board. Open the original listing for current details.

Job details

Work model
On-site
Salary
$196,750 – $243,290 per year
Location
San Mateo, CA, United States
Occupation
Software Developers(O*NET 15-1252.00)

Hiring context

How this role compares at Roblox

Roblox has 232 live roles in MeritLog’s catalog across 11 job families, and 130 of them are in engineering. 207 of those listings publish a pay range, a disclosure rate of 89%.

This role's posted range of $196,750 – $243,290 per year sits above 17% of the 194 other Roblox roles quoted over the same currency and period.

Counted across the job boards MeritLog tracks, at the time this page was served. Pay comparisons use only listings that publish a complete range in the same currency and period.

What the role asks for

What you'd do

  • 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

What they're asking for

  • Game engine or real-time systems experienceSkillPreferred
  • Fiber/coroutine runtimes, work-stealing or job-system schedulersSkillPreferred
  • Cross-platform low-level development (Android, iOS, console)SkillPreferred
  • Track record as the go-to expert other teams consult on a systemSkillPreferred

Parsed by MeritLog from the employer’s own posting. The full description follows below.

Job description

Every day, tens of millions of people come to Roblox to explore, create, play, learn, and connect with friends in 3D immersive digital experiences– all created by our global community of developers and creators. At Roblox, we’re building the tools and platform that empower our community to bring any experience that they can imagine to life. Our vision is to reimagine the way people come together, from anywhere in the world, and on any device. We’re on a mission to connect a billion people with optimism and civility, and looking for amazing talent to help us get there. A career at Roblox means you’ll be working to shape the future of human interaction, solving unique technical challenges at scale, and helping to create safer, more civil shared experiences for everyone. 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 engineers more productive and millions of player sessions smoother. You Will: • 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. You Have: • 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 Nice to Have: • 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 For roles that are based at our headquarters in San Mateo, CA: The starting base pay for this position is as shown below. The actual base pay is dependent upon a variety of job-related factors such as professional background, training, work experience, location, business needs and market demand. Therefore, in some circumstances, the actual salary could fall outside of this expected range. This pay range is subject to change and may be modified in the future. All full-time employees are also eligible for equity compensation and for benefits as described on this page. Annual Salary Range $196,750-$243,290 USD Roles that are based in an office are onsite Tuesday, Wednesday, and Thursday, with optional presence on Monday and Friday (unless otherwise noted). Roblox provides equal employment opportunities to all employees and applicants for employment and prohibits discrimination and harassment of any type without regard to race, color, religion, age, sex, national origin, disability status, genetics, protected veteran status, sexual orientation, gender identity or expression, or any other characteristic protected by federal, state or local laws. Roblox also provides reasonable accommodations to candidates with qualifying disabilities or religious beliefs during the recruiting process. For US based roles only, please note the Company may not be able to employ candidates for this role who have United States work authorization related to certain U.S. visa categories, or support future H-1B sponsorship at this time.

Keep exploring

More Engineering roles

Search all jobs

Privacy choices

Analytics and advertising stay off unless you allow them. Private data stays out.

Read the privacy notice