Engineering Manager, Geometry Scalability

Roblox
San Mateo, CA, United StatesPosted 15 April 2026

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. Engineering Manager, Geometry Scalability (EM2) About the role: The Geometry group in Engine Digital Matter enables real-time solid content creation and adaptive solid-matter streaming so everything on Roblox feels like it’s made of the same “stuff”. In this role, you will lead the Geometry Scalability pod, owning the engine technologies that let creators build larger, denser, and more detailed worlds and avatars that run well on any device. Reporting directly to Sr. Director, Engineering, you will be the Directly Responsible Individual (DRI) for SLIM (Scalable Lightweight Interactive Models) and related geometry scalability capabilities as they expand from static environments to avatars and articulated models. You will: Own the vision and roadmap: Define the future of geometry scalability across SLIM, GeoGen/FastCluster, and mesh Level of Detail (LoD) over a 1–3 year horizon. Drive technical innovation: Lead the development of new algorithms and architectures in areas like mesh simplification (WMS/CMS), vertex clustering, and scalable skinning/transcoding pipelines. Execute end-to-end delivery: Manage the design, implementation, testing infrastructure, and long-term maintenance of SLIM and related systems. Drive cross-group collaboration: Establish strong partnerships with sibling pods and drive delivery across Geometry, Rendering, Avatar, and Content Platform teams to ensure dependencies are unblocked early. Lead and grow a high-performing team: Manage, coach, recruit, and retain top-tier geometry, graphics, and systems talent, building succession depth and empowering senior ICs. Represent your team: Act as the voice for Geometry Scalability in company forums, roadmap reviews, and community-facing partnerships to ensure features are aligned with creator needs. You have: A Bachelor’s degree or equivalent experience in Computer Science, Computer Engineering, or a similar technical field. 4+ years of engineering management experience (EM1/EM2 scope), including leading senior/staff C++ engineers on complex, cross-team engine or platform projects. A proven track record of shipping large-scale C++ engine or real-time 3D systems, and experience owning a multi-year technical roadmap. A strong background in 3D computational geometry and numerical methods, including mesh processing, LoD generation, and linear algebra. Deep expertise in modern C++ and low-level performance optimization on CPU/GPU. Preferred: Familiarity with skinning, animation, and avatar systems, or prior contributions to graphics/geometry research (e.g., SIGGRAPH) and productionization. You are: Deeply technical: You love 3D geometry and C++ engines, and you thrive on shipping complex cross-team systems. A culture builder: You demonstrate the ability to build a healthy team culture based on clear expectations, psychological safety, and direct feedback. An effective leader: You set a high technical bar, uplevel engineers, and create an environment that balances rapid iteration with a high bar for correctness and performance. An exceptional communicator: You are comfortable representing your team’s work to senior leadership and can easily translate between deep techn ... (truncated, view full listing at source)
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