Roblox Corporation (RBLX) Q3 2026 Earnings Call Transcript
Review management commentary and the analyst Q&A from Roblox Corporation (RBLX)'s Q3 2026 earnings call. Use the transcript to track changes in demand, guidance, operating priorities, and the KPIs behind the company's reported results.
Full transcript
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Operator: Hello, everyone. Thank you for joining us, and welcome to the Roblox Third Quarter 2026 Earnings Conference Call. After today's prepared remarks, we will host a question and answer session. If you would like to ask a question, please press star 1 to raise your hand. To withdraw your question, press star 1 again. I will now hand the conference over to Jaime Sue Morris, Head of Investor Relations. Jaime, please go ahead.
Jaime Sue Morris: Good afternoon, everyone. Thank you for joining us to discuss our Q3 2026 earnings results. With me today is Roblox's Co-Founder and CEO, David Baszucki and our Chief Financial Officer, Naveen K. Chopra. Before we begin, I would like to remind you that our commentary today may include forward looking statements which are subject to risks, uncertainties and assumptions. That could cause actual results to differ materially from those described in our forward looking statements. A description of these risks, uncertainties and assumptions are included in our SEC filings Including our most recent reports on Form 10 ks and Form 10 Q. You should not rely on our forward looking statements as predictions of future events. And we disclaim any obligation to update these statements except as required by law. During this call, we will also discuss certain non GAAP financial measures. Reconciliations between GAAP and non GAAP metrics can be found in our shareholder letter and supplemental materials which are available on our Investor Relations website. With that, I will turn the call over to David.
David Baszucki: Thank you. Welcome to our Q3 2026 earnings call. there is a lot going on right now in the industry. I am really excited about it, and especially with regard to Roblox. My comments may go slightly longer than normal today. First, I want to reiterate, our long term vision is to capture 10% of the global gaming market on Roblox with an even greater share in The US. And we do estimate that in our app, approximately 20% of US 18 market revenue is already on Roblox. I am going to share today all of the things we have in motion to replicate that success with 18-and-over starting in the USA. And our long term mission remains to connect 1 billion daily active users with optimism and civility. there is a lot of technology, things are changing every day. And we have seen just in the last few weeks or months really reverse engineering of all stand alone code has become very commonplace. We have seen capability, both open source and frontier models continue to accelerate and the time required to go from an idea to a playable game is compressing dramatically. And, we are seeing that on Roblox with Roblox Build, and we are seeing it in the top charts on Roblox. We are gonna talk more about that today. There is a massive surge in creation velocity happening right now on Roblox, and I will share a few stats this month. Daily asset uploads to our Roblox cloud have tripled month to month. And we think assets, which are images, textures, meshes, are good proxy for the amount of creativity that is going on. Our game volume leveraging AI has grown 50% quarter-over-quarter. We are seeing some of these experiences now become AI driven hits. Since Q2, the time we estimate that is being spent with AI tools and that includes Build, Studio Assistant, and AI with MCP has tripled. Amongst our top creators. Daily active users of MCP has increased nearly 5x quarter-over-quarter and MCP is the way people can connect their own external frontier models to Roblox. Over the last month, more than 80% of the top 100 games when we rank by hours used AI in creation and we have seen 2 titles created almost exclusively with AI hit the top 20 by concurrent players during Q3. that is Brainrot and Steal an Egg and HusValley. there is also an inflection point going on in our ad system as more devs are using ads to buy traffic. I want to show we are running several initiatives to drive 18-and-up adoption. We shared what we have done with DevEx. And our engine and marketing. We have updates on these in our shareholder letter, but I do wanna talk about 2 new initiatives. The first is Roblox Everywhere. We announced this at RDC. This is a framework to allow creators and Roblox to publish directly in app stores with 2 phases. In phase 1, which we estimate will launch in the first half of 2027. We, at Roblox, are going to directly curate and publish select top titles as stand alone apps directly into major app stores. In Phase 2, our vision is to allow any creator to generate a standalone binary directly within their creator portal and submit it on their own to the app Store of their choice. The way to think about this is imagine going to search for grow a garden. In your favorite app store. And finding both a stand alone game called Grow a Garden as well as that game being available on the Roblox app at the same time This leverages the view of build once, publish everywhere, Creators on Roblox already build once and publish across devices. They will now publish within our app and ultimately into app stores. And Roblox Everywhere gives full access to a lot, if not all, of the Roblox platform capabilities safety infrastructure, our social graph economy and communications, This is something devs have been asking for quite a while. Is a highly attractive alternative to how they create and support their stand alone games right now. Second, we are starting to share more and more our vision of what we call a universal player. You have seen a lot of chatter lately probably about people bringing games into Roblox. What the initiatives of our Roblox player is really 2 pieces. The first we are developing an AI supported system, which is going to allow creators to import literally any existing PC, console, or mobile game directly onto the platform We are making a lot of investments in our platform on scale, 2D and 3D perf, our terrain system. And many other aspects to make our infrastructure and game engine a true universal player. And second, something really important to note is that once games are brought into Roblox, they are available for what I personally call Robloxification. And it is all of the things that have shown a lot of the success we have seen already on the platform. Any game that comes into our universal player can become multiplayer. Games that creators build on Roblox run both on high end PC as well as on low-end 2 GB Android at the same time. Games on Roblox join instantly with 3D streaming rather than with a download. We do local 3D to eliminate the feeling of latency with your avatar Creators using Roblox right now can do instant and many of them update many times a day. And Roblox games are supported once again by safety, social graph, and the economic system all running on our back end. So with our current platform plus everywhere plus universal player, we are really expanding the framework for 18-and-up growth. I am going to discuss our Q3 results in the context of 5 strategic initiatives that support and empower our long term growth. First is Roblox is a distribution platform powered by social growth. In Q3, highlighting some tough compares last year with Q3, we achieved the highest seasonally adjusted overall platform retention since 2021 on the platform. We hit 138 million DAUs in Q3, up 12% quarter-over-quarter. We have nearly 34 billion hours of engagement. In Q3, up 17% quarter-on-quarter. And I wanna highlight over the last 3 years, both our DAUs and ours have nearly doubled relative to Q3 2023. Looking more into some of the cohorts on the platform, our estimate is right now 30% of US 13 through 17- year olds are not just on Roblox, but they use it daily, and over 80% of them have age checked. In the US right now for 18-and-up, those DAUs are growing 8% percent year-over-year and 89% over 2 years. And our 18-and-up users monetize 50% or more than our under-18 cohort. Looking internationally, once again, on tough year on year compares France, DAUs are up 12% year-over-year, Germany, 13%; Japan DAUs are up 33%; India DAUs are up 37%. And we have a lot of runway outside of the US, less than 2% of the international population uses Roblox daily. On monetization, Roblox+ has scaled to millions, and I wanna note that Roblox+ subscribers average twice the play time and 7x higher on-Roblox spend. And more and more functionality is entering Roblox+ all the time. Our sponsor tiles and rewarded video products are demonstrating really expanding product market fit with over 70% of the top 100 games running sponsored ads. And we expect to be testing skippable pre roll video ads in select cohorts and countries. With expanding first-party inventory this year. We continue to innovate and lead on safety, and most recently, for content. We are completely live with our kids and select content system for younger users. Our vision of a dynamic configurable safety architecture continues to be well received with regulators, including Australia and Indonesia and beyond. Second, Roblox is a UGC platform with discovery continuously improving. And we are, as I said, poised for a massive increase in content on the platform as AI accelerates content. In Q3, we have more and more incorporated age cohorts and play data into our recommendation algorithm. We believe our discovery systems are continuing to drive meaningful lifts in retention and engagement And I wanna highlight on content diversity, 40% of the weekly top 100 recommended for you games by impressions were created within the last 3 months. We are significantly accelerating the surfacing of great content into our top charts. Moments is now live in most of the US. And we are directly connecting the games found in moments to active gameplay. Our third strategic vector I wanna highlight is just our proprietary data and models. We have over 20 years of data now on the platform, and we get over 350 million hours of daily data. This is powering now over 400 internal proprietary models that we fine tuned on top of open weights in some cases. An example that I just wanna share which we are working on is in safety. Moving to the capture of 4D telemetry, that means location and time all the way down to the instance and frame level, This is part of our vision to support more and more multimodal moderation which evaluates entire 3D scenes. And I would highlight, for example, we are now evaluating avatars in the combinations of clothing they wear automatically as part of our moderation system. Our discovery models are trained on billions of daily signals. Right now. And our economy models more and more are optimizing pricing and storefront placement. Fourth, we shared today the continuing goal of creating what we call a universal player infrastructure. I want to leverage how this highlights the difference right now between traditional gaming, in many cases, which is the production of a large binary blob, with the whole game. A Roblox architectural simulation, which includes an app, an engine, cloud infrastructure, and core services And we really want our universal player to be a universal way for any game to be created and distributed. We have a lot of advancements that shipped this quarter on our universal player including procedural terrain, our slim runtime, which is a way of optimizing LOD and how we share systems. Our dynamic LOD mesh system our texture streaming system, and server authority with client prediction for fair low latency play. We have 3 really interesting things coming in our universal player. First is Roblox reality. We have shared that at RDC. You can go see it online. Which couples generative video world models to move towards really the dream of multiplayer photorealism we have early access scheduled for Roblox reality in the first half of 2027. On our expansion to 2D play, I want to-- and on offline play, I do wanna highlight we are moving towards supporting disconnected solo play, which is what a lot of people who use puzzle games and other people have asked for. And finally, within all of the targets in our platform, including mobile PC, desktop, consoles, and beyond. We are also now targeting web assembly with the exact same Roblox engine, we expect this to enable instant 1 click browser play initially in Google Chrome. So stay tuned for that. Roblox without a download. And then finally, I just wanna highlight that this fifth strategic pillar involves our use of all of our data and systems to create what we see as the ultimate AI harness for game creation. Right now, games and experiences on Roblox are built either directly human in studio with a Roblox Studio Assistant with Roblox Build, or connecting Roblox Studio to MCP and external AI, we are making big progress on this harness both within Roblox Build and Studio Assistant, are harness right now is routing prompts across multiple models both for code for 3D scene gen, for audio, Avatar models are coming online and more. In our testing so far in New Zealand, Singapore, Serbia, and Thailand, We have tested with over 500 thousand users We have seen over 70 thousand games published. With Roblox Build We already see multiple titles running ads and making money. And the vast majority of build users have never previously opened Roblox Studio. We are going to be doing a broader US release of build in December and a global rollout in 2027. So summarizing, we are really excited about how AI is unlocking our platform. We are already seeing early benefits. We believe we are really well positioned to capitalize on this moment. And with that, I will pass it to Naveen.
Naveen K. Chopra: Thanks, David. And good afternoon, everyone. This is an incredibly exciting time at Roblox. As you heard, the rapid adoption of AI across our ecosystem has truly emboldened our vision for growing content and users on our platform. We are looking forward to speaking with you more about that. But before we do, I wanna briefly share some color on our Q3 results and our guidance for the current quarter. With respect to Q3, as you have now seen, bookings came in above the high end of our guidance. The better than expected performance was driven largely by retention and engagement, In fact, seasonally adjusted retention reached its highest level since 2021. That was aided in part by continued optimization of our recommendation algorithm which helped new titles like Steal an Egg and HusValley build sizable audiences quickly. And that dynamic is also playing out more broadly. In fact, in Q3, 40% of the top 1 thousand games by hours launched in the last 90 days. Now as expected, monetization headwinds did continue in the quarter, particularly with younger cohorts in The U. S. But we remain confident that the RFY driven lift we are observing to engagement and retention translates to higher user LTV over time. On the bottom line, margins in Q3 benefited from higher than expected bookings. And free cash flow came in well ahead of expectations That was a combination of the flow through from bookings outperformance and also the shift of $140 million CapEx from Q3 into Q4, which you will also see in our free cash flow guidance. Speaking of our guidance, we expect Q4 bookings to decline by 10% to 15% year over year. This assumes normal seasonal DAU declines between Q3 and Q4. And though bookings are expected to be down year over year given the comps from 2025, I would note that the midpoint of our guidance implies full year annualized growth of 26% over the last 2 years. Now our bookings guidance does build in a modest headwind from the release of GTA in the quarter, Though candidly, we have limited data from which to size any potential impact. And on our margin guidance, we expect increased infrastructure expense relative to Q3 for AI initiatives, including things like build, Roblox Reality, and Universal Player. We also plan to continue to increase marketing spend targeting over 18 users. We have been encouraged by what we have seen as we have been dialing up this type of spend. Retention, engagement, and monetization of paid users is outperforming organic sign ups. Which means it is a very efficient way for us to jump start the flywheel for 18 and over users. And we plan to continue scaling while also maintaining a high ROAS bar. Lastly, as I referenced earlier, our free cash flow projection for Q4 is heavily impacted by the shift of CapEx from Q3 to Q4. We are currently planning for $380 million of CapEx in the fourth quarter, that implies $468 million for the full year. Which sits at the low end of the expectations that we shared at the beginning of the year. With that, gonna pass it back to the operator we can jump into your questions.
Operator: We will now begin the question and answer session. Please limit yourself to 1 question. Time permitting, you may rejoin the queue for any follow-up questions. You would like to ask a question, please press star 1 to raise your hand. To withdraw your question, press star 1 again. We ask that you pick up your handset when asking a question to allow for optimum sound quality. If you are muted locally, please remember to unmute your device. Please stand by while we compile the Q&A roster. Your first question comes from the line of Cory Carpenter with JPMorgan. Your line is open. Please go ahead.
Cory Carpenter: Great. Thanks for taking the question. David, as you look to power 10% of the gaming industry, you made the decision to more balance LTV and monetization with an algorithm. Can you just elaborate a bit on the progress of yielding viral hits faster while also deepening retention? And then conversely, as we look towards return to bookings growth over time, can you just talk about the building blocks of improvements across the algo AI content and distribution? Especially across the over 18 cohort. Thank you.
David Baszucki: Yeah. So great. Once again, the algo is getting better all the time. I think if you look at our home page, you will see it, and you will feel it, and you will feel that we are driving direct measurements and optimization of long term retention. What we have seen recently is both in that the algorithm is pushing more dynamic content to the surface well simultaneously bringing long term retention high. And you have also seen recently more and more new hits popping up on the platform, and our algorithm has been supporting that. As I look to what the home page looks like for an 18-and-up user, it is looking more and more like a platform for those age cohorts. So I think we are we are not just on our way with algo and improvements, which are continuous, but we are we are also on our way with algo improvements that I think will take advantage of more creativity with AI rather than succumb to it. And even as we see more content being pushed to our platform, we are designing with that in mind to find the great new content within arguably more content.
Operator: Your next question comes from the line of Kenneth Gawrelski with Wells Fargo. Your line is open. Please go ahead.
Kenneth Gawrelski: Thank you so much. 2, if I may,, please. First, could you talk a little bit maybe more near term around the assumptions on the 4Q bookings guidance? And kind of how much conservatism you bake in as the comps ease, especially towards the end of the quarter? And also, you mentioned there you had expect a modest headwind from GTA. Launch early in 4Q. Could you talk about any historical references you may you could you could discuss there about. That would share, you know, any kind of competitive entertainment launches and the and the potential impact And then 1 second 1, please. Could you talk about the prepare your preparedness to enable all of the tools and experiences David detailed to open the call I know you talked about some 4Q expected deleverage, but can you touch upon 2027 and beyond infrastructure spending? To prepare for all these outstanding experiences? Thank you.
Naveen K. Chopra: Yeah. Hey, it is David. I will start, and then David may add a little bit on some of the-- So, first, in terms of our thoughts on the guidance for Q4 I would say a few things. First of all, we continue to feel really good about the long term trends that we are seeing across user growth. Retention, engagement. You obviously heard some of the stats and highlights there. You know, that is been trending very positively as we have gone into the beginning of Q4. So I would note a few things. Number 1, some of the strength we have seen recently has been a function of some, you know, big hit games that have grown quickly on the platform. As well as a high volume of updates associated with Halloween and events that we have got planned around Halloween. And I mention that because for guidance purposes, we do not assume that those things will necessarily repeat in the coming weeks. Similarly, for guidance purposes, we do not assume short term improvement in monetization. And then as I also called out and you asked about, we have built into our guidance some modest headwinds related to GTA. That being said, and, you know, this is your second question, is your second question, There really is not a lot of data or analogous releases by which to try to estimate the impact that GTA may have. You know, this is a. it is a pretty different demo than what we have on the platform today. Obviously, that will change over time. It is a console only release. And so we do not really know what to expect, but we have tried to be prudent and, as I said, build in a little bit of headwind there. And then I think on the next part of your question around sort of readiness to support some of the new initiatives. I will let David start, and then I will touch on some of the 2027 financial impact there.
David Baszucki: Yeah. Just adding on, you know, for a game like GTA, these do create cultural moments. And it is, in many cases, on Roblox. No prediction here, but when we have cultural moments, people do lean into cultural moments on Roblox as well, and similar types of genres. On the infra right now, we are really focused on keeping that same trajectory. We have a really economical input cost going forward. We are going to be adding more compute, more GPU as we look forward to, for example, build, which has some inference. We are being very thoughtful about it right now. And part of our secret sauce today has been just running infra very efficiently. We are not gonna lose track of that. But that being said, we are gonna add more, I would say, inference capability going forward. I will let David get into details on that.
Naveen K. Chopra: I actually do not have a lot to add. I mean, I think they have kind of hit the key points. From a modeling perspective, I think you should assume that, as we called out, in Q4, we do expect infra expense will grow. I expect there will be some additional year over year growth as we go into next year. Obviously, too early to get into any specifics about that. But I would remind you of something we talked about last quarter as well, that a lot of the investments we are making in-house now take more of the form of fixed expense as opposed to variable. A lot of it is related to model training. We like that for 2 reasons. Number 1, over time, we can move more and more of it on prem. And number 2, obviously, as the top line continues to scale, it will be a source of operating leverage for us, particularly as David pointed out, as we start to drive down the costs of both the models and the efficiency of power and compute that we need to execute those models.
Operator: Your next question comes from the line of Matthew Cost with Morgan Stanley. Your line is open. Please go ahead.
Matt Cost: Hi, everybody. Thanks for taking the question. there is a lot of exciting stuff in the shareholder letter in the call on the product side, but I wanna focus really just on AI content creation. Are the biggest product milestones that investors should be watching most closely? And in terms of bringing some of those tools like build to market and, you know, seeing the velocity of games being created improved. And then when should we expect that higher velocity to start to translate into user and bookings growth? Thank you.
David Baszucki: Yeah. I think you are already seeing early signs of it. A year ago, I do not think we would have imagined that we would have 2 of the top 20 experiences on Roblox primarily AI generated. We are we are seeing that right now. The metric that I shared earlier, which is really a tripling of assets coming into Roblox A lot of those are AI generated textures and meshes, assets. That is already a good metric of the velocity of, you know, imagining our universal player as headless rails where people can run MCP or studio assistant on it. So that tripling has already happened. With build, if you wanna watch our velocity over time, we are gonna go live in the US with Bill. We have only been testing with a small group, New Zealand Singapore, Serbia, and Thailand. there is gonna be a very large increase in the number of games that are created and published with Build And we are seeing right now games created with Build start to monetize, and we are seeing people buying ads with that. So we are in the middle of it. Would say watch the, we will probably give more stats of build as we go along. But I think with launching this year, you are gonna see a huge expansion of that. The other thing that is. We are doing is the harness that powers Build is ultimately the same harness that powers Roblox Studio. Assistant. This is a fairly complex harness that leverages a lot of our data and tech. Multimodal writing or routing for code, multimodal routing for scene gen, You are gonna see avatar gen come online. So watch both build as well as studio build. They will be working hand in hand.
Operator: Your next question comes from the line of James Heeney with Jefferies. Your line is open. Please go ahead.
James Heeney: Can you just talk about how you plan to execute on the universal player initiative? Are you gonna need licenses with the IP owners whose games you are trying to port over onto Roblox? I just wanna make sure we understand the playbook and the opportunity for that. Initiative. Thank you.
David Baszucki: Yeah. So first, once again, we, you know, we really expect respect IP and respect DMC takedown. We want licensed IP on our platform what is interesting to. With the universal player, is a lot of creators we are talking to who have a game running that is been built in some other way can now imagine rather than a full rewrite of the game literally having that game functioning in a matter of days rather than weeks or a month And as far as the velocity of that universal player, already seeing it once again. it is gonna get better and better as fidelity goes up scale goes up, and we really take on this vision of the universal player can import and run any game. This makes it easier once again for a creator with an existing property to bring it here. And add Robloxification. there is a lot of PC games that do not run mobile right now. Way we dynamically scale in the cloud, those PC games will run at lower resolution on a low-end 2 GB Android device. there is a lot of games that have a large download that typically you wait to download. That will launch much more quickly. There are a bunch of large games where it is hard for the creator to update at a certain frequency with Roblox Everywhere and our universal player, like on the Roblox app, those updates will be possible many times a day.
Operator: Your next question comes from the line of Chris Scholl with UBS.
Chris Scholl: Great. Thank you. I just want to follow-up on your comments around AI adoption. Adoption. Across the gaming industry. We continue to see headlines about new platforms and AI powered creation tools making it easier for developers to build games how do you think about the risk of increased competition for developer time and talent as these alternative platforms potentially emerge? And what do you see as Roblox's most durable competitive advantages that will help ensure that the best developers continue to build primarily on your platform? Thank you.
David Baszucki: Yeah. I mean, we went through 5 of them that we think are all durable and contribute to growth. Just the first is the size of our distribution platform, especially when it is powered by social and a safety infrastructure and an economy, of the reason we are seeing so much MCP usage and tagging into our ad system is when people build games, they are looking for a way to get them to distributed. Either through our RFY algorithm as well as a place to run them especially if they are multiplayer. We are also seeing the fact that we are a UGC platform and uses discovery to find great new and upcoming content, once again, is a is a long term competitive advantage. The way we power our discovery systems, our safety systems, our AI harness, our economy, is all based on the historic proprietary data we have gathered on the platform those systems get better and better the more data we get. And we are continuing to improve those models. And then finally, there is a wide range of things you might call game engines. there is, of course, the traditional universal binary. But what we are building really with the universal player is the vision of an a really integrated client cloud simulation engine that does all of the things we call Robloxification. 1 build runs on any device, dynamically scales, runs single player, multiplayer. We think all of these, coupled with the harness we are building for build, are our long term strategic components that are really strong for us.
Operator: Your next question comes from the line of Andrew Marroque with Raymond James. Your line is open. Please go ahead.
Andrew Marroque: 1 of the big impacts as a result of the global aged check rollout was on chat density that we remember. So can you give us an update on how that curve has been trending in 3Q as the age checks maybe sit in for longer. And to the extent that it is lower than pre age checks, is there any element of that you think might be structural at this point? Thank you.
David Baszucki: Hey. We have shared a bit that over 80% of our daily users, 13 through 17 USA have age checked. So we are on a really good track I believe what we are doing is really foreshadowing where the industry is going. And we are we are really proud of the work we have done. We see other companies following in the direction we have put out. On the comm side, the early stat I will give you is our chat DAUs are up 24% quarter-over-quarter. So as we age check more, we are seeing more chat activity. But a comprehensive view, I would say, of chat that we shared at RDC, which is to be a first class communication system with age appropriate filtering and banding and age check So, we are optimistic about the big view we have for chat. Your next question comes from the line of Jason Bazinet with Citi.
Operator: Your line is open. Please go ahead.
Jason Boisvert Bazinet: I just had a very basic question about capital structure. I think you guys have about $5 billion now of net investments. You know, stripping out the cash and the debt sort of offset each other. Can you just remind us sort of what your philosophy is in terms of your cap structure? Because I only ask because it is not an insignificant part of your market cap now.
Naveen K. Chopra: Yeah. Hi, Aaron. You are right on the numbers. So we have about $5 billion of net cash on the balance sheet. The way we think about capital allocation is, first and foremost, it is about making sure we have plenty of capacity to invest in organic growth We are incredibly bullish about those opportunities. At the same time, we are very disciplined about it. Sean, as you have seen, like, the most part, we continue to put cash on the balance sheet. But having a lot of dry powder there, I think, is an important thing, particularly given the speed at which the AI landscape is changing, and we never wanna be in a position where we cannot invest as quickly and aggressively as we think is prudent. So that is priority number 1. We like this having similar optionality for, call it, strategic growth. that is something we have done at relatively small scale, historically. We have actually had some great tuck in type acquisitions where we have been able to bring amazing talent into the company, particularly in the AI space. You will see us continue to do that. And similarly, having optionality to do bigger things there, I think, is important. And then lastly, as I think you are aware, we are we do have an active buyback program in place. We started out with a $3 billion authorization I think over the last couple of quarters, we bought back probably over $400 million worth of stock and that is been able to help us get dilution to what we see as an acceptable level, and I think you will see us continue to do that. Going forward as well.
Operator: Your next question comes from the line of Eric Lee with Macquarie. Your line is open. Please go ahead.
Aaron Lee: Good afternoon. Thanks for taking the question. At the Roblox Developers Conference, you guys showcased some really impressive examples of Roblox reality. And as you know, the platform advances towards more photorealistic experiences, through technology like this, how do you think about balancing those ambitions with your existing visual identity, which I think has historically been a big part of the platform's accessibility and appeal Like, is there any tension between increasing realizing. Realism and preserving what makes Roblox feel, you know, uniquely Roblox, or do you see photorealism just another creative option alongside the stylized experiences that have been on the platform historically. Thank you.
David Baszucki: I would I would say yes. I. I would say yes, yes, and yes. And that is what is typically known as Roblox classic or the Roblox Classic avatar. We feel there is a lot of opportunity there. With that form factor both for Roblox games and for licensing. You will see us more over time, I believe, clearly identify that, which is Roblox classic, side by side with our ambition to have 10 of the gaming market and beyond on the platform, you are seeing more and more diverse avatars. You are gonna see diverse avatars created in Build as Build starts to build avatars based on what people would like to see, you will see build note Build will not necessarily force into a Roblox Classic look. It will give you the avatar you are looking for. So look for both. Look for clarity on what is Roblox Classic and kind of support of that form factor. Increasing avatar diversity at the same time, and we do not wanna have any tension. We want both to run free.
Operator: Your next question comes from the line of Martin Yang with Oppenheimer. Your line is open. Please go ahead.
Martin Yang: Hi. Thank you for taking the question. Question. Another question on Universal Player initiative. Can you talk a bit more on Roblox role in connecting IP owners who have gained some console PC and mobile and developers is roadblocks the company going to take a more active role facilitating, reporting, connecting the publishers to Roblox developers.
David Baszucki: Yeah. that is a great question, and I would say yes, and yes again. We are a UGC platform, and what UGC typically means is self serve. So we are both gonna be simultaneously a self serve platform for IP holders as well as creators who wanna use that IP as well as a self serve platform for creators who have an existing game that they want to bring in the platform Our IP manager, right now, we are, once again, there are studios out there with content that may want to put it in our IP manager and allow others to use it. We are also in direct contact with our DevRel team with many, many, many major studios and part of the Roblox Universal Player initiative is to make it easier for them to imagine bringing their game and having it live in Roblox not in months, but in a day. So you will see more of this to come. But the vision really is universal player can run any game can add all of which is multiplayer, low latency, instant join, cross device, and people can import into it instantly.
Operator: Cool.
David Baszucki: So we are. I believe we are coming to the close of the call. Naveen, I will go over to you if any further comments, and then I will close with mine.
Naveen K. Chopra: No. I think we are we are good to go We are very excited about, you know, everything that we shared today. And we are looking forward to telling you more about it over the coming weeks and months.
David Baszucki: Great. Thank you all for your interest and I would invite everyone to. On Halloween morning at 8:00 a.m. PST, 11:00 a.m. Eastern Standard Time to come and see the Jonas Brothers inside 1 of trending hits on Roblox Steal an Egg. With that, thank you all.
Operator: This concludes today's call. Thank you for attending. You may now disconnect.
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