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Roblox·Software Engineer·Onsite - System Design / Architecture·Senior

SeniorPrefer not to say
May 2026

Summary

System design round at Roblox for a software engineer role, focused entirely on building a like/dislike system from scratch. The interviewer pushed hard on trade-offs and wanted proactive driving, not just answering questions.

Questions Asked (5)

Q1

Design a like/dislike system where users can react to items, switch reactions, or remove them, and the system supports per-user reaction lookup, per-user liked item history, and per-item like/dislike counts.

System DesignAPI & IntegrationsTechnical Trade-offs
Author's notes

This is the whole interview basically.

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AI HintsAI Generated

Suggested Approach

Start by clarifying requirements and scale, then design the data model and API. Focus on how to efficiently support per-user lookups, per-user history, and per-item counts, discussing trade-offs between consistency, latency, and storage.

Pro tip: Emphasize idempotency and atomicity for reaction changes, and consider using a write-through cache or change data capture to keep counts and history in sync without overloading the primary database.

1. Clarify Requirements and Scale

Ask about expected QPS, number of users, items, and reaction types. Clarify consistency needs (e.g., eventual vs strong) and whether history needs to be paginated or time-ordered.

2. Design Data Model and Storage

Propose a schema: a reactions table (user_id, item_id, reaction_type, timestamp) with a unique constraint on (user_id, item_id). Consider separate stores for per-user history and per-item counts, or derive them from the reactions table with appropriate indexes.

3. Define API and Operations

Specify endpoints: POST /reactions to add/switch/remove (idempotent), GET /users/{id}/reactions/{item_id} for per-user lookup, GET /users/{id}/history for liked items, GET /items/{id}/reactions for counts. Ensure operations are atomic and handle concurrent updates.

4. Address Scalability and Performance

Discuss sharding by user_id or item_id, caching hot counts, using a message queue for asynchronous count updates, and read replicas for history queries. Consider trade-offs between consistency and latency.

5. Handle Edge Cases and Trade-offs

Cover idempotency, race conditions, and failure recovery. Discuss whether to use a single datastore (e.g., SQL with indexes) vs specialized stores (e.g., Redis for counts, Cassandra for history) and justify choices.

Key Points to Mention

  • Unique constraint on (user_id, item_id) to enforce one reaction per user per item and enable easy switching/removal.
  • Idempotent API design: repeated requests should not change state or counts incorrectly.
  • Atomic transactions or conditional writes to update reaction and counts together, avoiding race conditions.
  • Caching strategies for per-item counts (e.g., Redis) with write-through or periodic flush to handle high read volume.
  • Sharding strategy: shard by user_id for per-user queries, or by item_id for per-item counts, and discuss trade-offs.
  • Eventual consistency vs strong consistency: use asynchronous updates for counts and history to improve write throughput, but ensure read-after-write for user's own actions.

AI-generated suggestions, not part of the candidate's original notes. May be inaccurate — verify before relying on them.

Q2

How do you ensure react() is idempotent and handles exactly-once semantics when the same request arrives multiple times?

System DesignTechnical Trade-offs
Author's notes

Fumbled the opening here.

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AI HintsAI Generated

Suggested Approach

Start by clarifying that idempotency and exactly-once semantics are related but distinct: idempotency ensures repeated requests have the same effect, while exactly-once delivery is impossible in distributed systems, so we aim for effectively-once processing. Then describe a concrete design using idempotency keys, deduplication stores, and transactional guarantees, and discuss trade-offs like latency, storage cost, and failure modes.

Pro tip: Mention that exactly-once is a myth in distributed systems—focus on at-least-once delivery with idempotent processing to achieve effectively-once semantics. This shows you understand the theoretical limits and practical realities.

1. Clarify the semantics

Define what 'react()' does and what 'exactly-once' means in this context. Distinguish between idempotency (same result on retry) and exactly-once delivery (impossible without coordination).

2. Design idempotency mechanism

Use a unique idempotency key per request, typically generated by the client. Store the key and the result of processing in a durable, transactional store (e.g., database with unique constraint).

3. Handle concurrent duplicates

Use atomic operations (e.g., INSERT ... ON CONFLICT DO NOTHING) or distributed locks to ensure only one request with a given key is processed. If a duplicate arrives while the first is in-flight, either wait or return a conflict.

4. Ensure atomicity of side effects

Make the processing and the idempotency record update atomic (e.g., in a single transaction). If side effects are external (e.g., sending email), use outbox pattern or two-phase commit to avoid partial failures.

5. Discuss trade-offs and failure modes

Acknowledge costs: storage for keys, latency from coordination, and complexity. Explain how to handle key expiration, retries, and what happens if the idempotency store fails.

Key Points to Mention

  • Idempotency keys: client-generated unique identifiers to detect duplicates.
  • Deduplication store: a database table with a unique constraint on the key, storing the response or status.
  • Atomicity: use transactions to combine processing and recording the key, or use an outbox pattern for external side effects.
  • Concurrency control: handle race conditions with locks, optimistic concurrency, or database-level unique constraints.
  • Exactly-once is impossible: aim for at-least-once delivery with idempotent processing to achieve effectively-once semantics.
  • Trade-offs: increased latency, storage overhead, and complexity vs. correctness guarantees.

AI-generated suggestions, not part of the candidate's original notes. May be inaccurate — verify before relying on them.

Q3

What database would you choose for storing user reactions and item counts, and how would you design the schema?

Data ModelingTechnical Trade-offs
Author's notes

Went with a relational DB for the user-item reaction table since the access patterns are key-value-ish but you also need the userId scan for listLikedItems.

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AI HintsAI Generated

Suggested Approach

Start by clarifying requirements: scale (millions of reactions per second), read/write patterns, consistency needs, and query patterns. Then propose a database (e.g., Cassandra for high write throughput, or a combination of Redis for counters and a relational DB for metadata) and design a schema that supports efficient writes and reads. Justify your choices with trade-offs and mention how you'd handle hot items and aggregation.

Pro tip: Show awareness of Roblox's massive scale by discussing sharding and eventual consistency, and mention that you'd use a write-optimized store for reactions and a separate system for counts to avoid hotspots.

1. Clarify Requirements

Ask about scale (e.g., reactions per second, total items), read/write ratio, latency requirements, and consistency needs (e.g., is eventual consistency acceptable for counts?).

2. Choose Database Technology

Select a database based on requirements: e.g., Cassandra for high write throughput and scalability, Redis for fast counters, or a combination. Explain why it fits.

3. Design Schema for Reactions

Propose a table schema for storing individual reactions, with partition key (e.g., item_id) and clustering key (e.g., user_id, reaction_type, timestamp) to allow efficient queries and writes.

4. Design Schema for Counts

Design a separate table or use a counter system (e.g., Redis or Cassandra counters) to maintain aggregated counts per item and reaction type, ensuring fast reads.

5. Address Scalability and Trade-offs

Discuss how to handle hot partitions (e.g., sharding by item_id with a salt), eventual consistency, and trade-offs between storage cost and read performance.

Key Points to Mention

  • High write throughput and scalability requirements for a platform like Roblox
  • Choice of database (e.g., Cassandra, Redis, DynamoDB) and justification based on CAP theorem and access patterns
  • Schema design: partition key, clustering key, and denormalization for efficient queries
  • Handling hot items/partitions via sharding or caching
  • Eventual consistency vs. strong consistency for counts and reactions
  • Use of counters (e.g., Redis INCR or Cassandra counters) for real-time aggregation

AI-generated suggestions, not part of the candidate's original notes. May be inaccurate — verify before relying on them.

Q4

How would you shard the data, and what are the trade-offs between sharding by userId versus itemId?

System DesignTechnical Trade-offs
Author's notes

This is where I backed myself into a corner.

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AI HintsAI Generated

Suggested Approach

Start by clarifying the system requirements and data access patterns, then propose a sharding strategy based on the dominant query pattern. Compare sharding by userId and itemId in terms of query efficiency, data distribution, and scalability, and discuss how to handle cross-shard queries.

Pro tip: Mention that the choice depends on the read/write ratio and whether the system is more user-centric or item-centric; for Roblox, user-centric operations like loading a player's inventory are frequent, so sharding by userId often makes sense, but you can also consider a hybrid approach or secondary indexes.

1. Clarify Requirements

Ask about the scale (number of users, items), read/write patterns, and latency requirements to understand the system's needs.

2. Evaluate Sharding by userId

Discuss how sharding by userId groups all data for a user together, making user-centric queries efficient and ensuring even distribution if user activity is uniform.

3. Evaluate Sharding by itemId

Discuss how sharding by itemId groups all data for an item together, benefiting item-centric queries like fetching all owners of an item, but potentially causing hotspots for popular items.

4. Compare Trade-offs

Analyze trade-offs: query performance for common operations, data distribution and hotspots, scalability, and complexity of cross-shard queries.

5. Propose a Solution

Recommend a sharding key based on the dominant access pattern, and suggest mitigations like caching, secondary indexes, or a hybrid approach for cross-shard queries.

Key Points to Mention

  • Data distribution and hotspot avoidance: sharding by userId often distributes load evenly, while sharding by itemId can create hotspots for popular items.
  • Query patterns: user-centric queries (e.g., a user's inventory) are efficient with userId sharding; item-centric queries (e.g., item ownership) are efficient with itemId sharding.
  • Cross-shard operations: sharding by userId may require scatter-gather for item queries, and vice versa; discuss how to handle these efficiently.
  • Scalability and rebalancing: consider how easy it is to add shards and rebalance data with each key.
  • Consistency and transactions: discuss how sharding affects atomic operations across multiple entities.
  • Real-world example: relate to Roblox's use case, such as player inventories and item trading, to show practical understanding.

AI-generated suggestions, not part of the candidate's original notes. May be inaccurate — verify before relying on them.

Q5

What are the read/write consistency trade-offs for serving like counts, and when is it acceptable to show a stale count?

Technical Trade-offsSystem Design
Author's notes

Pretty comfortable here.

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AI HintsAI Generated

Suggested Approach

Start by framing the core tension: strong consistency for like counts requires synchronous writes and reads, which hurts latency and scalability, while eventual consistency trades accuracy for performance. Then discuss specific techniques like write-behind caching, read replicas, and idempotent counters, and finally explain when stale counts are acceptable based on user experience and business impact.

Pro tip: Mention that like counts are often non-critical and can be eventually consistent, but you must handle edge cases like a user liking and immediately refreshing—use optimistic UI updates or per-user consistency to avoid confusion.

1. Clarify requirements and scale

Ask about expected read/write ratio, latency SLAs, and whether counts must be exact or approximate. This shows you tailor solutions to context.

2. Compare consistency models

Explain strong vs. eventual consistency: strong ensures accuracy but adds latency and reduces availability; eventual improves performance but may show stale data.

3. Propose architectural patterns

Describe patterns like write-through/write-behind caching, read replicas, sharded counters, and asynchronous aggregation to balance trade-offs.

4. Define acceptable staleness

Discuss when stale counts are okay: non-critical social proof, high-traffic pages, or when eventual consistency is imperceptible to users.

5. Address edge cases and user experience

Cover scenarios like a user's own like reflecting immediately (read-your-writes) and handling count drift with reconciliation jobs.

Key Points to Mention

  • CAP theorem and the trade-off between consistency and availability
  • Write-behind caching with periodic flush to database
  • Read replicas and replication lag
  • Sharded counters to handle hot keys
  • Idempotent operations to avoid double-counting
  • Read-your-writes consistency for the acting user
  • Eventual consistency acceptable for non-critical metrics like likes

AI-generated suggestions, not part of the candidate's original notes. May be inaccurate — verify before relying on them.