Roblox CEO on growth, attracting triple-A games, and the metaverse | Dave Baszucki interview

Roblox Developer Conference took place in the past few days in San Jose, California, and Roblox CEO Dave Baszucki led a wide-ranging update on the gaming platform in a keynote speech at RDC 2025 on Friday.

Roblox has reached an astounding 111.8 million daily active players, up 41% from a year ago amid a slowdown in gaming.

Over 160 experiences have reached one billion lifetime visits. This year, 50 new ones have joined that club, up 50%.

But it’s still perceived as a games platform for kids. Baszucki’s long-term goal is to capture 10% of all gaming content revenue, Baszucki said. It will be interesting if Roblox can get there without luring more triple-A game publishers to the platform. Brands are hitting Roblox in the hundreds, but their experiences are often built by Roblox natives, not traditional game developers and publishers.

I asked Baszucki about this, as last year Roblox made its revenue-sharing policies more friendly toward the triple-A companies. Still, most of the successes on the platform are home-grown by Roblox developers making titles like Brookhaven, Jailbreak and the new Grow A Garden. We spoke with representatives from all of those games, who were among the 2,000 developers attending RDC 2025 in San Jose, California.

Roblox also announced its Roblox Moments, a kind of social-sharing and discovery platform inside Roblox, which can capture more sharing on the platform rather than losing it to the likes of YouTube, Discord and TikTok.

I had a chance to ask Baszucki a few questions in the press room alongside other writers.

I didn’t get a chance to ask him about safety issues, which has been high on the radar with the filing of numerous lawsuits around the failure to protect children. But Baszucki and Matt Kaufman, chief safety officer at Roblox, addressed those issues (with more than 100 safety updates this year) in this story.

Here’s an edited transcript of our interview.

Roblox Moments is built on APIs being released to creators. Source: GamesBeat/Dean Takahashi

GamesBeat: Why didn’t you make your predictions this year?

Dave Baszucki: I make them every five years. Then I just check in on them. They’re five-year predictions. The billion-dollar studio, for instance, we think is going to take four more years. We already did our first five. We’re on round two of it now.

GamesBeat: The billion-dollar development studio seems like it should come sooner.

Baszucki: I don’t know. I know we’re well into nine figures on the values. I know we’re in the hundreds of millions. As we grow we should see that scale with our growth.

GamesBeat: What surprises you now about how Roblox is growing?

Baszucki: This was arguably the most technical year ever. We really went very technical on scale, performance, AI, game engine, all of that. The more we go hardcore after integrated cloud, client, tech, same experience at low end and high end, same experience joining instantly, streaming rather than downloading, the more opportunity there is. The game industry really is backwards. The technology really is 30 years old. There’s a lot of opportunity.

There are millions of games on Roblox. Source: Roblox

GamesBeat: Do you have a particular goal for getting more of the triple-A game companies on board?

Baszucki: We would use Grow a Garden as a metaphor for Roblox. We don’t actually control some of those things. We control scale, performance, economics, search, and discovery, safety and civility, all of those. As the economics get better, as the technology gets better, and as search and discovery gets better, it creates a more natural ecosystem, where a large studio might make a triple-A type of thing. If they were to, hopefully it would be unique.

GamesBeat: One of my favorite stats you gave in 2021 was that one in five DAUs changed their skin every day. It felt like how, in real life, we change clothes. How do you think the perception of value around virtual items has evolved over time?

Examples of Roblox Moments shared inside the platform. Source: Roblox

Baszucki: I think it will evolve. We used to do a little math. If we start considering whenever we play in a game for one or two hours in a day, versus 22 hours in the physical world, we can maybe compute what the value of the avatar marketplace should be. What’s the average spending on clothing per year? Times 10 percent, that’s what it should be in a virtual environment. It could conceivably be more than it is, if people are changing clothes all day depending on how they feel. We have to support high-quality clothing and high-quality avatars, but the more we do that, the more changes there might be.

GamesBeat: Where are we on the metaverse? Is it still something everyone is trying to get to?

Baszucki: I don’t know. I would say that we have not changed our vision or mission. Our vision has always been to reimagine how people come together, and our mission has always been to connect a billion people every day with optimism and civility. I think metaverse arguably pulled companies into thinking of it as a hardware play, as opposed to a 3D software layer kind of thing. We talk about connecting people and human coexperiences, but the metaverse is actually maybe quite similar to what we’re building anyways.