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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. The core problem was designing the backend for that little social proof line you see on a game page, something like 'Alice, Bob, and 12,345 people have played this.' Deceptively simple on the surface but it pulls in a lot of moving parts once you start thinking about scale.

Questions Asked (7)

Q1

Design the backend system that powers a personalized social proof line on a game's detail page, showing the viewer's friends who played and a total unique player count.

System DesignData ModelingTechnical Trade-offs
Author's notes

This one looked like a display problem until I actually started drawing it out.

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AI HintsAI Generated

Suggested Approach

Start by clarifying requirements and scale, then design a two-part system: one for computing the total unique player count (likely using a scalable counting service) and one for retrieving the viewer's friends who played (using a graph store or precomputed friend lists). Discuss trade-offs between real-time and batch processing, and how to handle data consistency and latency.

Pro tip: Emphasize the importance of precomputation and caching for the friends list, as real-time friend intersection is expensive; also mention using approximate counting for the total player count to handle scale efficiently.

1. Clarify Requirements and Scale

Ask about expected QPS, latency requirements, data freshness, and scale (number of users, friends per user, games). This sets the stage for design decisions.

2. High-Level Architecture

Propose a system with separate services: one for total unique player count (e.g., using a counting service like Redis HyperLogLog or a custom counter) and one for friends who played (using a graph database or precomputed friend-game mappings).

3. Data Modeling and Storage

Design schemas: for total count, use a scalable counter with sharding; for friends, store user-game relationships and friend lists, possibly in a graph DB or denormalized tables for fast lookups.

4. Data Flow and Processing

Describe how data is ingested (e.g., play events) and processed: real-time for total count, batch for friend list updates. Discuss trade-offs between push vs. pull for friend list updates.

5. Trade-offs and Optimizations

Discuss consistency vs. latency, cost of exact vs. approximate counting, caching strategies, and how to handle edge cases like new friends or deleted accounts.

Key Points to Mention

  • Use of approximate counting algorithms (e.g., HyperLogLog) for total unique player count to handle scale and reduce memory.
  • Precomputation of friend-game intersections to avoid expensive real-time joins, possibly using a graph database or denormalized tables.
  • Caching strategies (e.g., Redis) for frequently accessed friend lists and counts to meet low-latency requirements.
  • Trade-offs between real-time and batch processing: real-time for total count (with eventual consistency) and batch for friend lists.
  • Sharding and partitioning strategies for both the counting service and the friend graph to ensure scalability.
  • Handling data consistency and freshness: how to update friend lists when new plays occur, and how to handle friend additions/removals.

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

Q2

How do you deduplicate play events so that a single user's multiple sessions only count as one unique player, especially given at-least-once event delivery?

System DesignAlgorithms & Data StructuresTechnical Trade-offs
Author's notes

The at-least-once part is what makes this interesting.

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AI HintsAI Generated

Suggested Approach

Start by clarifying the requirements: what defines a unique player (e.g., user ID) and the time window for deduplication. Then propose a two-layer solution: first, deduplicate events at the ingestion layer using idempotent processing with unique event IDs and a distributed store like Redis or a database with TTL; second, aggregate unique players per session or day using a set-based data structure (e.g., HyperLogLog for approximate counts or exact sets for smaller scale). Discuss trade-offs between accuracy, memory, and latency, and how to handle late or out-of-order events.

Pro tip: Mention that at-least-once delivery means you must design for idempotency, not just deduplication—use event IDs and a dedup cache with TTL, but also consider that the same user may have multiple events with different IDs, so dedup at the user level requires a separate aggregation step. Also, highlight the importance of defining the deduplication window (e.g., per session, per day) as it affects storage and accuracy.

1. Clarify requirements and constraints

Ask questions to understand what constitutes a unique player (e.g., user ID), the time window for deduplication (per session, daily, etc.), and the expected scale (events per second, number of unique users). Also confirm the delivery semantics (at-least-once) and acceptable latency/accuracy trade-offs.

2. Design idempotent event ingestion

Assign a unique event ID to each play event at the source. At ingestion, use a distributed cache or database to track processed event IDs and ignore duplicates. Ensure the dedup store has a TTL aligned with the maximum expected delay for retries.

3. Aggregate unique players per window

After deduplicating events, aggregate unique players using a set-based approach. For exact counts, use a distributed set (e.g., Redis Sets) partitioned by time window; for approximate counts at scale, use HyperLogLog. Consider using a streaming framework (e.g., Flink, Spark Streaming) with windowing and state management.

4. Handle late and out-of-order events

Use event timestamps and watermarks to handle late data. Allow for a grace period and update aggregates accordingly. Ensure that deduplication logic works across windows, e.g., if an event arrives late, it should still be deduplicated and counted if within the window.

5. Discuss trade-offs and optimizations

Compare exact vs. approximate counting (memory vs. accuracy), synchronous vs. asynchronous deduplication (latency vs. correctness), and storage options (Redis vs. Cassandra vs. BigQuery). Mention partitioning strategies to scale and how to monitor for duplicates or missed events.

Key Points to Mention

  • Idempotent processing using unique event IDs and a deduplication store with TTL
  • Distinction between event-level deduplication and user-level unique counting
  • Use of set data structures (exact) or HyperLogLog (approximate) for unique player counts
  • Windowing and handling late/out-of-order events with watermarks
  • Trade-offs between accuracy, memory, and latency in deduplication and aggregation
  • Scalability considerations: partitioning, distributed state, and choice of datastore

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

Q3

How do you handle write pressure on a single game's player count when that game goes viral and thousands of events per second converge on the same counter?

System DesignTechnical Trade-offsAlgorithms & Data Structures
Author's notes

Classic hot key problem.

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AI HintsAI Generated

Suggested Approach

Start by clarifying the requirements: is the player count needed in real-time or can it be eventually consistent? Then propose a scalable architecture that avoids a single hot counter, such as sharded counters with periodic aggregation, and discuss trade-offs between accuracy, latency, and complexity.

Pro tip: Mention that you would first try to avoid the problem by using an approximate count or a distributed counter like Redis with sharding, and only fall back to exact counting if absolutely necessary. This shows you prioritize scalability and pragmatism.

1. Clarify Requirements

Ask whether the count must be exact and real-time, or if eventual consistency is acceptable. Determine the read/write patterns and the scale (thousands of events per second).

2. Identify the Bottleneck

Explain that a single counter creates a hotspot, leading to contention, increased latency, and potential failure under high write load.

3. Propose Sharded Counters

Describe sharding the counter across multiple nodes (e.g., by player ID or random shard), where each shard maintains a partial count. Writes are distributed, reducing contention.

4. Aggregate and Read

Explain that reads require summing all shards, which can be done periodically or on-demand. Discuss using a background job to aggregate into a single value for efficient reads.

5. Discuss Trade-offs and Alternatives

Compare with other approaches like approximate counting (HyperLogLog), CRDTs, or message queues with batch processing. Highlight trade-offs in accuracy, latency, and complexity.

Key Points to Mention

  • Sharding the counter to distribute write load
  • Eventual consistency vs. strong consistency
  • Using a distributed cache like Redis with sharding
  • Aggregation strategies (periodic or on-demand)
  • Alternative: approximate counting with HyperLogLog
  • Handling failures and ensuring durability

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

Q4

If a user has millions of friends (think a celebrity account), how do you keep the friends-who-played intersection fast without scanning the entire friend list?

System DesignAlgorithms & Data StructuresTechnical Trade-offs
Author's notes

Didn't fully nail this one.

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AI HintsAI Generated

Suggested Approach

Start by clarifying the scale and requirements, then propose an inverted index or precomputed intersection approach. Discuss trade-offs between precomputation and on-the-fly computation, and suggest optimizations like caching, sharding, or approximate algorithms.

Pro tip: Mention that you would precompute intersections for power users and use a hybrid approach with Bloom filters or MinHash for approximate results, showing awareness of real-world constraints.

1. Clarify Requirements

Ask about the scale (number of friends, frequency of queries), latency requirements, and whether approximate results are acceptable.

2. Propose Data Structures

Suggest using an inverted index where each game maps to a set of users who played it, or precomputing intersections for each user.

3. Optimize for Large Lists

For users with millions of friends, use techniques like sharding the friend list, caching frequent intersections, or using approximate set intersection algorithms.

4. Discuss Trade-offs

Compare precomputation (fast reads, expensive writes) vs. on-the-fly (flexible, slower) and suggest a hybrid approach.

5. Handle Updates

Explain how to keep the index up-to-date with new plays, possibly using a write-ahead log or incremental updates.

Key Points to Mention

  • Inverted index: game -> set of users
  • Precomputed intersections for power users
  • Caching with LRU or TTL
  • Approximate algorithms: Bloom filters, MinHash, HyperLogLog
  • Sharding and parallel processing
  • Trade-offs: latency vs. consistency vs. cost

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

Q5

How would your design change if the product requirement shifted from 'total players ever' to 'players who played this week' using a sliding time window?

System DesignData ModelingTechnical Trade-offs
Author's notes

Sliding windows on unique counts are painful.

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AI HintsAI Generated

Suggested Approach

Start by contrasting the two requirements: 'total players ever' is a monotonic, append-only metric, while 'players who played this week' requires a sliding window with deduplication and expiration. Then walk through the necessary changes in data model, storage, and query patterns, emphasizing trade-offs between accuracy, latency, and cost.

Pro tip: Mention that you'd clarify the exact semantics of 'played this week'—does it mean distinct players with at least one session in the last 7 days, or something else?—and discuss how you'd handle late-arriving data and timezone boundaries, showing you think about edge cases.

1. Clarify requirements and semantics

Define what 'played this week' means: distinct players, sliding window of exactly 7 days, and whether it's rolling or calendar-based. Also confirm update frequency and acceptable staleness.

2. Redesign data model

Move from a simple counter to a model that tracks player activity with timestamps, such as a set of player IDs per day or a time-series of events. Consider using a probabilistic data structure like HyperLogLog for approximate distinct counts if scale demands it.

3. Choose storage and processing strategy

Select a storage solution that supports efficient time-window queries, like a time-series database or a partitioned table by date. For real-time updates, consider stream processing with windowing (e.g., Flink, Kafka Streams) or batch aggregation with periodic recomputation.

4. Address trade-offs and optimizations

Discuss trade-offs between exact vs. approximate counts, latency vs. cost, and complexity of maintaining sliding windows. Propose optimizations like pre-aggregating daily active users and combining them with set unions or HLL merges.

5. Handle edge cases and scalability

Cover late data, timezone handling, backfill, and how to scale to millions of players. Mention techniques like incremental updates, TTL for old data, and sharding by player ID or time.

Key Points to Mention

  • Sliding window semantics: rolling 7 days vs. calendar week, and impact on query logic
  • Deduplication of players across days within the window
  • Use of approximate distinct counting (HyperLogLog) for scalability
  • Storage options: time-series DB, partitioned tables, or event sourcing
  • Stream processing vs. batch processing for real-time vs. periodic updates
  • Trade-offs: accuracy vs. performance, cost of maintaining window state

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

Q6

A bug caused an hour of play events to be double-published. Walk through whether your design absorbs this or how you'd repair the count.

System DesignRoot Cause AnalysisTechnical Trade-offs
Author's notes

This is where the idempotency design pays off.

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AI HintsAI Generated

Suggested Approach

Start by clarifying the event pipeline and the definition of 'play event' and 'count'. Then discuss whether the design is idempotent (e.g., using unique event IDs) and if not, propose a repair strategy such as deduplication or reconciliation. Emphasize trade-offs between real-time correction and batch repair.

Pro tip: Mention that you'd add a unique constraint or idempotency key at the ingestion layer to prevent double-publishing, and that you'd monitor for duplicates with anomaly detection. This shows you think about prevention, not just repair.

1. Clarify the system and event flow

Ask questions to understand how play events are generated, published, and consumed. Identify where duplication could occur (e.g., producer retries, at-least-once delivery).

2. Assess idempotency and deduplication

Determine if the design already has idempotency (e.g., unique event IDs, dedup at consumer). If not, explain how you'd add it to absorb duplicates.

3. Evaluate impact on counts and downstream systems

Discuss how double-publishing affects counts (e.g., inflated play counts) and any downstream aggregations or dashboards. Consider real-time vs. batch processing.

4. Propose a repair strategy

Outline steps to correct the count: identify affected time window, deduplicate events, recompute aggregates, and backfill corrected data. Mention using a unique key or event ID to filter duplicates.

5. Prevent recurrence and add monitoring

Suggest adding idempotency keys, exactly-once semantics where possible, and monitoring for duplicate rates. Discuss trade-offs between complexity and reliability.

Key Points to Mention

  • Idempotency keys or unique event IDs to deduplicate at ingestion or processing
  • At-least-once vs. exactly-once delivery semantics and their implications
  • Reconciliation and backfill strategies for correcting counts
  • Impact on downstream systems (analytics, billing, leaderboards)
  • Monitoring and alerting for duplicate events
  • Trade-offs between real-time correction and batch repair

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

Q7

What clarifying questions would you ask before designing this system, and what assumptions are you making about the definition of 'played' and the privacy rules around showing friend names?

System DesignAdaptability & AmbiguityAPI & Integrations
Author's notes

I asked about whether the numeric total includes the named friends or excludes them, what event qualifies as a play (session start vs minimum duration), and what privacy rules govern showing a friend's name.

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AI HintsAI Generated

Suggested Approach

Start by restating the problem and explicitly listing the ambiguities around 'played' and privacy. Then ask targeted clarifying questions that probe scale, data sources, and policy constraints, while stating your working assumptions so the interviewer can correct you. Finally, outline how those answers would shape the system design.

Pro tip: Treat privacy as a first-class design constraint, not an afterthought—propose concrete mechanisms like mutual-friend checks, visibility flags, and audit logging to show you understand Roblox's trust-and-safety priorities.

1. Restate and surface ambiguities

Briefly restate the system goal and call out the two ambiguous terms: what counts as 'played' and what privacy rules govern friend names. This shows you can identify ambiguity before diving into design.

2. Ask clarifying questions

Ask focused questions about scale (DAU, events per second), data sources (game servers, client telemetry), definition of 'played' (join, duration threshold, completion), and privacy requirements (mutual friends, user opt-out, age gating).

3. State explicit assumptions

For each ambiguity, state a reasonable default assumption (e.g., 'played' means joined for at least 60 seconds; friend names visible only to mutual friends) and note that you'd validate these with product and legal.

4. Connect assumptions to design

Explain how each assumption impacts architecture—e.g., a stricter 'played' definition reduces write volume, while privacy rules affect whether you can precompute friend lists or must filter at read time.

5. Summarize and invite feedback

Recap the key questions and assumptions, then ask the interviewer if any should be adjusted before you proceed with the high-level design.

Key Points to Mention

  • Definition of 'played': join vs. minimum session duration vs. completion, and how it affects data volume and query patterns.
  • Scale and latency requirements: Roblox-scale DAU, peak concurrent players, and whether the feature is real-time or batch.
  • Privacy rules: mutual-friend visibility, user opt-out, age-based restrictions (COPPA/GDPR), and blocking behavior.
  • Data sources and ownership: game servers, client telemetry, existing social graph service, and data retention policies.
  • API design implications: whether to expose a single endpoint or separate endpoints for 'played' and 'friends who played', and how to handle pagination and caching.
  • Trade-offs between precomputation (fast reads, stale data) and on-demand computation (fresh data, higher latency/cost).

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