Roblox Studio Head Stef Corazza: Using AI to Empower Creators

4 Feb 2025 · 55 min

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Podcast Notes: Training Data - Episode with Stef Corazza

Episode Overview Podcast Title: Training Data Episode Title: Roblox Studio Head Stef Corazza: Using AI to Empower Creators Hosts: Konstantine Buhler and Sonya Huang, Sequoia Capital Guest: Stef Corazza, Head of Generative AI at Roblox Date: [Insert Date of Episode] Podcast Description: Conversations about AI's implications on technology, business, and society with AI builders and researchers.

Episode Summary In this episode, Stef Corazza discusses Roblox's innovative use of AI to empower creators within its expansive platform. With Roblox hosting 79 million daily active users, Corazza highlights the company's progress in integrating AI technologies into game development, making it more accessible and efficient for creators. This discussion revolves around the tools developed, the scale of Roblox's data, and its community-driven approach to AI.

Key Points Discussed

  1. Roblox's Unique Positioning
  2. Roblox has become a leading platform for game creation with a significant creator economy.
  3. The platform has a $29 billion market cap and pays out hundreds of millions to creators annually.
  4. Roblox encourages community collaboration by allowing creators to share their data for AI training without monetizing it.
  1. Stef Corazza's Background
  2. Corazza's journey began with a focus on computer vision and machine learning at Stanford.
  3. He co-founded an AI character animation company, Mixamo, which was acquired by Adobe.
  4. His expertise led him to Roblox to revolutionize game development using AI.
  1. Roblox's AI Developments
  2. Roblox Assistant: A groundbreaking tool that allows creators to generate games using natural language commands.
  3. 3D Foundation Model: In development to synthesize 3D scenes, potentially opening new avenues for game design.
  4. The AI tools are aimed at reducing the friction for creators, especially for those lacking coding skills.
  1. Creator Demographics and Activities
  2. There are millions of creators on Roblox, with a significant portion engaged in both world-building and coding.
  3. Games span various genres, from natural disaster simulations to social experiences like concerts and fashion shows.
  1. AI's Role in Game Development
  2. The assistant allows for substantial productivity increases:
  3. 180% more code generated by users utilizing the assistant.
  4. 30% increase in game publishing by users of the assistant.
  5. AI serves as a tool to alleviate tedious tasks ("the dishwasher analogy"), allowing creators to focus on creativity.
  1. Future of Game Creation
  2. The discussion emphasized a shift from control to intent-based creation, where tools adapt to user desires rather than requiring meticulous input.
  3. AI could enhance gameplay experiences, creating personalized and dynamic environments based on player history.
  1. Challenges Ahead
  2. Maintaining community safety and civility while enabling extensive user creativity is a priority. Moderation tools must evolve alongside AI developments.
  3. Technical challenges include managing the complexity of AI inference in real-time gameplay.
  1. Neural Rendering and Future Visions
  2. Corazza shared excitement about neural rendering's potential to transform visual styles in gaming dynamically.
  3. Future developments may allow players to personalize their experience significantly, blurring lines between user and creator.

Conclusion Stef Corazza provided a compelling look at how Roblox is leveraging AI to enhance creativity and game development on its platform. With continuous advancements and a strong community focus, Roblox aims to redefine the gaming landscape, making it more accessible and personalized for its users.

Mentioned Projects and Terms

  • Driving Empire: A Roblox car racing game Corazza enjoys.
  • RDC: Roblox Developer Conference.
  • Ego.live: An app for creating and sharing synthetic worlds with generative agents.
  • PINNs: Physics Informed Neural Networks.
  • ControlNet: An image diffusion model used for 3D generation.
  • Neural Rendering: Merging deep learning with computer graphics for visual enhancement.

Key Takeaways

  • Community collaboration is essential for Roblox's success.
  • AI tools are designed to enhance creator productivity and creativity.
  • The future of game creation will focus on user intent and dynamic experiences.
  • Addressing moderation and safety will be crucial as user-generated content expands.

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Transcript

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0:00We have this unique synergy and collaboration with the community. We're basically, we told the community, hey, give us access to your data to train AI. We're going to make the best AI companion, the best AI assistant that we can. And that assistant goes back into studio and is free, right? So we're not making money of your data. We're actually helping you create more. And so we found the overwhelming majority of the creators in our community gave us permission to use their data for training and that's why I was mentioning earlier. We have not only one of the largest data sets in the world, but also the most multi -modal.

0:57Welcome to Training Data. Today we have an amazing guest in Steph Coraza. He leads Generative AI at Roblox, one of the largest gaming platforms on the planet. That's it. Roblox has 79 million daily active users, and they have a creator economy that pays out hundreds of millions to creators. Because of this, Roblox's uniquely positioned to transform how games are made and played with AI. Stuff is a founder at heart. He started Miximal, pioneering AI company for character animation, and was acquired by Adobe. Roblox brought him in to revolutionize how games are made with AI at their own platform.

1:35Under desk leadership, Roblox is pushing the boundaries of AI and gaming. From their groundbreaking AI assistant, which lets you generate games with simple natural language, all the way through their 3D Foundation model technologies, welcome staff to training data. Today we get to talk about games, in particular we're talking about AI at Roblox. Robox is one of the largest gaming universes on the planet. And I say universe instead of platform, platforms are pretty overused term and really Robox has created much more than a platform. It's a place where you can create, it's a place where you can play, where you can meet new friends, and it's all done online virtually.

2:20Now, we are technologists, but we're also investors, and I wanna spend a moment on how remarkable of a business Robox is. So obviously an amazing technology and we'll get to there, but the business is exceptional. You've got a $29 billion market cap company with over 3 .5 billion of run rate revenue. An amazing stat here is they're really building an economy. It's not just a selfish company. It's a company that actually has produced over 800 million for their creators, for the people actually building on Roblox over the course of a year. 70 billion hours of gameplay on RoLox per year, 70 billion, and they're able to deliver cash operating profit.

3:04So $600 million operating profit. That's because they've taken catered to a huge audience, 79 million daily active users. Over time, they've actually shifted up and age, and you've got 46 million of those daily active users are actually now over the age of 13. 3 .8 million daily active voice users and the numbers is continue to grow on this amazing business. And so, Steph, we're so excited to have you here today. We could not have asked for a better person and make the category of AI gaming. From machine learning to computer vision to biomedical engineering, you have a pretty impressive technical background, an amazing journey from what was initially by a medical to a generative AI efforts.

3:53And we were hoping that you could kick it off by just telling us how you got here. How did you get to becoming the head of generative AI? When you started off as an engineer in a very different field many years ago. And thank you for the great introduction about Rob Rocks. It's really like an amazing example of a compounding effect. And every day we are mesmerized ourselves to about the success. My journey started a Stanford about 20 years ago when I came from Italy, a spot on my exchange program, and I was focusing on computer vision, machine learning for the measurement of human motion. And so you could have basically two markets there.

4:31One is the biomedical that you mentioned and the other one is animation. And so we were basically at the boundary between the two and at some point I realized there was a much bigger opportunity in the animation space and so I basically work on like video based motion capture and animation creation solution that then led to the spin -off of Mixamo the company that started in 2008 they get later go acquired by Adobe in 2015 and it's still today one of the most used machine learning services in the industry to rig and animate characters and so after a few great years at Adobe. Actually, seven of them, I helped build the 3D offering there, including products in my team build, like Adobe Stager and Adobe Arrow for AR.

5:21And then we acquired a LEGO Rhythmic, and so we built the full 3D portfolio. And then after that, I was really passionate about Genie Eye. I was working with the CTO of Adobe, trying to figure out completely new ways to generate things. And that's when BISCII Roblox reached out. And I had, you know, breakfast a few times with Dave and we talked about it. And I realized that potential of the Genai head was really finding in the gaming space and specifically in Roblox, being a platform where so much data exists, you know, 15 million experiences every year are played. I found BISCII Roblox be the place where this could really blossom with a massive impact worldwide.

6:05So before we get into the AI components, can you tell us a little bit more about the platform? You're an engineer by background, and so scale is incredibly exciting to you, I would imagine. The sheer scale at Roblox is pretty mind -boggling. I think to anyone, especially users, there are obviously platforms that have more daily active, the Facebooks of the world. There are platforms that have more monthly active, et cetera, but it's very rare to have the amount of bandwidth with and compute and graphics and everything in one place. Maybe you can share a little bit about what that means to have a 15 million daily sessions and 79 million monthly active and a little bit about the stats and what that means technically.

6:49Yeah, we always like to talk about the daily active, which is the 79 million that you mentioned, but the monthly active, that I think we don't communicate to the outside world. It's even more staggering in being in the several hundreds of millions, right? So it's a massive community that is growing very healthy and pretty fast. And sometimes people ask us, you know, where are those games coming from? The people play, right? Some of those games are now like worldwide franchises. We like tens of millions of concurrent players. And then sometimes I give this number, which is also like a reminder of the scale.

7:29So every day we have roughly 90 ,000 experiences in games published on Robots. And so that gives the scale of the human creativity if you want. And how much really this is becoming more and more of a creation platform and gain the development platform that has like incredible numbers in terms of scale of creation. And also like it's an economy on its own. As you mentioned, we paid out $800 million to our creators. And so people have jobs, people buying houses, people have companies. They're now, we have game studios. They have more than 100 people. Some of them are VC funded. So it's basically creating its own creation economy and type of that.

8:18And so I think it's very humbly and at the same time as incredible potential. Because the uniqueness, I think, of Roblox is that we are one of the most vertically integrated companies on the planet. We own our own data center, we have many data centers around the world, where we own the hardware, but then we also, on the app that distributes all these games and the players and all the services like a video chat and live chat and chat translations on. But then we also have the Creation tool, which is a Robert Studio that I have the privilege of leading with my team. And then also we basically have all the services for creations that they go with it.

8:59So it's all the way from like the bare metal CPU, GPU cluster all the way to the creation tools. With the big difference that we only charge our, we only basically take some revenue ourselves when our creators make money, right? We make money when they make money. There's no upfront fee to get into the game. There's no upfront fee for the tool. The tool is free. A lot of services are free and so there's really very little friction to start using Roblox And if your game has one user or a million user You don't have to worry about anything. We scale it for you. We pay for all those like CPU GPU instances storage in the cloud and everything and it's completely opaque to us the creator So I think that's the uniqueness.

9:48And as part of the fully vertical integration, we are also able to subsidize AI. So we are one of the few companies out there with a full, a full -fledged AI assistant offering for game development, for code creation, material texture, asset, everything, and it's all free to the creators. I'd love to get into that. Maybe can you just walk us through today? What is the experience of creating a game? Like, who are the typical creators on your platform? Is it a high school student? Is it a professional game developer? And what types of games are they creating? That's a good question. So we have several million creators on a monthly basis on the platform.

10:30So big numbers there as well. And usually, I think the average age is in like the mid -20s. It's a little bit older than our player demographics, of course. And typically the majority of them are doing like word building, they're like building stuff, they're artists, they're making games and then we have about 30, 40 % actually are coding, right? And then of course there's an overlap between the two audiences, but basically roughly, this is what we're seeing. And it's used for the most different creations you can imagine from natural disaster simulations to learning, to the cloud more classic gaming experience, events, concerts, fashion, design.

11:20We are seeing new type of experience popping up on a daily basis, which is very fascinating. What's your favorite game? I've been playing Ritalitally Racing Empire quite a bit. It's like I like other games. So that's a good one that I really like. Steph has actually surprised to hear that you said 30 to 40 % of the developers are actually coding as opposed to world building. Why is that and maybe that kind of parlay is into what you've created with assistant? Yeah, so there's just a skill that it's harder to master and to get into. Right, a lot of people just like go from players and they want to create something and so they start like building the world and that is probably more intuitive than than writing code where you have to understand this like high level constructs and apply them to go into activity.

12:16And so that is one of the things we wanted to tackle with assistant. We wanted to basically remove that friction or having to learn to code every time you learn programming language in order to create interactivity. And so that was like one of the initial inspirations and that's why you know code assist was the first feature that we released. And then now this was like in March, 23 and 3, which feels like two decades ago. And now, you know, a year and a half later, we basically have a full, a full basically assistant that has gained the development capabilities they go from writing code, auto completing code, explaining code, debugging code, applying scripts to parts and objects in your scene.

13:04So that's all the coding stuff. Then we have documentation. People ask, how do I do X, Y, Z? And usually they have to browse through their forums and documents on the internet instead. Now, a system can basically summarize those information for them. And then the third aspect is creation of assets. So we wrote out a material generator. We wrote out a text to generator, which was a lot more complex, where you can basically texture any 3D object with quite good field of resolution just from a text prompt. And so all these together is what we call assistant as a within umbrella name. And it basically is allowing now to create entire like simple games from scratch just by typing natural language.

13:53In the future there will be more like multi -modal input through images. But basically right now we have like simple games that people are making also as a test where like they're only using assistant And so you can imagine you can make that that game on your phone You know with a microphone You just pick to it and then a system will just generate the world will create the forest will create The enemy the boss that you have to fight and then also add all the game mechanics To it everything automated. Are the games created with assistance? Like how good are they? If you had to give a score out of ten, the games created from coding versus what what people are doing right now with AI versus where it's going.

14:34I mean, when you if you can code, of course, you get to another level of sophistication in terms of the the complication of the gameplay and and all the nuances that make like a game fun to play. So of course, we're not there. The examples they they I see are mostly like we do game jams and you know we spend like two hours to make a game with assistant and what can come out is pretty incredible but we haven't had you know in the community I'm sure they're gonna take it to the next level the goal is not to exclusively use assistant the goal is to basically combine assistant and learn skills through assistant so maybe at the beginning the first script a system will write it for you and will attach it to a part, then you know where the script should go and then you know how to I don't know make some hobby platform move up and down and then you learn on the way.

15:30So we see a system as a companion that is showed you by doing how you make a game and then over time people really develop skills, otherwise it's hard to acquire. Stephanel, have you seen that the type of development has changed as in the assistant not only has language, like the documentation you described, it does also have code. It even has images. I saw that it's and we'll get into the technical specifications in a little bit, but as a user you have language, you have code, you have images, have you seen the behavior change for how people develop in Roblox? As in tactically, have you seen the number of people actually coding going up, I would have guessed that outside looking in because the barriers to entry of coding have gone down, but does that just mean that more people are developing in general and the ratio is actually state the same?

16:19That's a great question. So, what we have seen, we have measured the productivity of people that use assistant versus not. And so, we have found that people that use assistant create a 180 percent more code. Wow. And so, the individuals are a lot more productive. That's benchmark to people who are ready wrote code. Or does that also say just more? Yeah, wow, okay. Two cohorts of codeers, one using assistant and code assist. Code assist is the suggests code and an assistant creates from scratch, but they all kind of integrate into a similar user workflow. And then if you're looking at the same cohort comparison for material generator, creators, they use material generator, create 60 % more materials.

17:09And so also on the art front there's more productivity. And then if you look at the final goal, which is how much they publish, right, because publishing the game is the ultimate goal, the lift is about 30%. So people that use assistant publish 30 % more than people that are not using it. And remember that this is now still in beta, mostly. It's gonna get out of beta soon. I can give you the exact day, but it's gonna be relatively soon. And so we're gonna see even a broader adoption, of course, there, and impact. One more question on this, Ansonia's quality question. Like, what about usage? So they're publishing 30 % more.

17:52Do you have any KPIs that actually give you sensitive to the assistant games, the hours spent, the robots spent on them, whatever the KPIs might be, if they are also that 30 % lift. Yeah, that's a good question. So our number one, KPIs right now is around retention. And so we are seeing like a week of a week retention of people using a system that is much higher than any other features that we roll out. And also we are seeing the overtime that retention in the long run increases quite a bit. So we have people are using a system with studio. We are seeing significant lift in the overall retention of studio.

18:31And then of course we see a high retention system. So the number of daily users has been growing organically and very steady. We don't do any marketing, of course, on this. And it's free, which is, I think, the best marketing. You know, like, well, it's not cheap. Let me tell you that, right? I think Roblox is very generous on that. but we have this unique synergy and collaboration with the community. We're basically, we told the community, hey, give us access to your data to train AI. We're going to make the best AI companion, the best AI assistant that we can. And that assistant goes back into studio and is free, right?

19:13So we're not making money of your data. We're actually helping you create more. And so we found the overwhelming majority of the creators in our community gave us permission to use their data for training. And that's why I was mentioning earlier. We have not only one of the largest data sets in the world, but also the most multi -modal, if you want, because we have code, we have images, we have 3D assets, we have audio, video, all that is part of our gaming experience. And also, with the interactivity, there is the glue for all of that and with the analytics on the usage. right? So it's a very, very powerful data set that we are very, you know, treating with a lot of respect and a lot of, you know, the best practices to keep that it, of course, very secure.

20:03But at the same time, allows us to really harvest the value. And ultimately what we are doing is we are teaching AI, game development. Right? Basically, that's what we are doing, right? We're not teaching how to make an image. We're not teaching how to write code. We are teaching game development. That's the ultimate goal. And so it's going to all these tools, the beginning will feel a little bit, hey, this is a tool to make a material. This is to make the text, it's to write code. We already see that they are converging. We already started that process of converging some of those like lower level tools into larger ones where basically the AI is actually learning how to develop a game is supposed to just how to do like a small touch.

20:46I love the vision of the AI learning how to develop a game. And the question I have is if you break up game development into its component parts, which parts do you think are most likely to be taken over by AI well in the near term versus, what do you think humans will be uniquely good at for a while? That's a great question. So we don't see AI as taken over by the way. I know. I think we made with the investor, the parlour that we made in ADARDC like a couple of weeks ago, was AI is your dishwasher, right? Nobody wants to wash the dishes, right? And so we are really focusing on tasks, especially with the last release of assistant actions.

21:30We are focusing on the tasks that you don't want to do, right? Washington dishes doing the laundry. And so we have introduced amongst the assistant capabilities a new capability where assistant can basically make large scale modifications to the data model. Give an example. I have made a beautiful open -world game with a huge forest. This forest has 100 ,000 trees. Now all of a sudden I want these trees to actually follow the seasons and get more leaves more yellow because fall is coming. the amount of work that will take me to implement that will be huge. Assistant can do that with three lines of text.

22:09I can say, select all the trees or I can say, select all the pine trees. Actually, those don't become yellow, slow, but one, sorry. Select all the trees other than the pine trees and make the leaves yellow. I can just give these three liners. Assistant can go and select the 57 ,000 trees. there are no pine trees and can change the color of the leaves for me in just a few seconds. So does the kind of task that we are seeing a lot of value and honestly this was the feature that the community loved the most of all the iFeatures we released in studio in the last two years. This was by a landslide the one that got the highest scoring appreciation for the community because again it was the dishwasher.

22:54We are now replacing your talent which we believe is irreplaceable, but we actually help you know in the task that you don't want to do. I am always so impressed by Roblox's emphasis, genuine emphasis on community and teaching. You've said this in the past few minutes. You've talked about community quite a bit about teaching how to code and how to create games and really uplifting the entire community, frankly. And I just want to say that this is very much true all the way to the core of the business. I got to follow my really good friend Craig Sherman to board meetings in 2017 and 2018 at Roblox and even behind closed doors, you know, years ago, this was always the focus.

23:38It wasn't the the banality that a lot of board meetings on monetization and financials, it was community. It was uplifting community, teaching them how to code, teaching everyone how to use Roblox in a way that actually benefits themselves in their own learning. And this dishwasher analogy sounds very consistent with the ethos of your business. How impressive. How did you implement it? It sounds like a segment, anything type of algorithm? Was it a segmentation approach or this particular feature? How did you do it? That's a good question. So we basically have found a way to give a system, So, Assistant is really good at generating code.

24:21As, you know, Ella is based on LLAMs and some of them, actually, we are supporting as open -source project like StarCoder and we train with our own data. So over time, Assistant is getting better and better at generating code. Some of the code, instead of running runtime, you can actually run it at the time in Studio. Studio has a command bar where you can just execute some of that code. And so assistant actions basically is creating code that is executed directly in studio at the time. And because we integrated in studio has full awareness of the data model of your scene. And so it knows, oh, this is a three, this is a car, it knows what you did and it has full awareness of that.

25:07And so we have combined the ability to generate code with the ability to create using the The same code, Lua, commands in studio and the awareness of the data model. Those three things coming together, and basically unleashed the power of the LLM onto like data model manipulation. Is that, do you have these things labeled or is it dynamically determining that this is a car? There's a good amount of inference that just happens. Cool. Yeah. How do you imagine the creation experience evolves? Let's say 10 years from now. Good. How do you see a system evolving? So, when we met roughly two years ago and we said, okay, how is the AI going to impact creation and where should we start?

25:54The one paradigm shift that we envisioned that we thought was going to happen in the industry, not just the Roblox, was a shift between control on the fine control on the creation to capturing intent. So I spent quite a bit of time in the Photoshop land where basically there you give control to the color of the individual pixel of an image even though most people don't need it but some might. So there it's all about 100 % control, non -destructive workflows but 100 % control on the actual artifact you're generating. And then we are now moving towards a complete different generation of tools where the tool is successful and can produce good outcome only as long as it can capture the intent from the user.

26:51And so all the digital tools that we have seen in the last 30 years, it's all about surfacing more control to a user and then the user will figure out how to use that control. right? Instead we are migrating from control to capturing intent and so we're gonna see probably a quite a big change and there's gonna be you know a thousand startups trying to do in different ways and it will be new UX part I'm popping up but we can see audio is an input we can see high -level gesture not just you know with your hands but also with mouse and keyboards so things that are just providing an input into what you want to do.

27:30We are seeing multi -modal input. I can describe a world better if I can type and I can provide maybe a concept art and maybe some high -level sketching on top of it. So this is very different from having the phenomenally granular control but at the same time the velocity is like two orders of magnitude faster. The challenge in all this is that for for casual creators or people that have limited a month of time to spend on it, it probably, AI is providing, it's already good enough to share on TikTok or to make an experience on Roblox and invite your friends over, but for people that want to spend a lot more time, you still have to provide that fine control.

28:19So the challenge is how do I make, how do you make a tool that is really good at capturing all the initial intent, but at the same time allows the real pros to iterate with the same level control of the traditional tools. So that's a little bit the challenge there. I think a lot of companies like we are facing in studio, a lot of other companies are also facing. We have a really fun episode of training data with this team that created a company called Dust. And one of the founders Gabriel Hubert talks a lot about rasterization versus This is vectorization and this is definitely your language as a graphics person.

28:57They also are Stanford computer vision type folks and it seems like that transformation has happened. And the vectorization, kind of what you're describing. You can expand it to a great deal based on intent. You can shrink it to very small and almost like fractals go down into more and more detail. When do you think we will get there? What do you think we'll get to the point where you can say, hey, this is the attack. and then you can go in and a fractal level of detail, change each pixel, also based on that intent, but on a much smaller scale. Yeah, that's a million dollar question. So what we're trying to do is allow assistant first to be able to do, to perform those operations, right?

29:43So the same AI that gives me the rough, there's a lot of machine type of input. I throw in some text and image, I pull the lever, let's see what we get. We want basically a system to also be able to go in and do the fine grain change. So, hey, only the trees there are above, you know, five feet, can you just change the color of that, right? So, and then can you take the texture of the tree and then open up and I'm gonna paint over it, right? And so, we want to allow AI to already be able to go beyond the like one shot and allow for iteration with the B believe iteration is a fundamental way people create.

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30:26And so we want to make sure that AI can support that from the get go. And then we will always have a fallback with some tools. And maybe there, you know, it's going to be more like a progressive disclosure where we don't throw in front of every user, right? But only the users that want to go deeper than, you know, we can basically put the curtain and then allow them to go. So, a little deeper, in some cases, honestly, we would just like interrupt with our other tools. There are things that only in Blender you can do, only Photoshop or South Sons Painter, in our studio won't become this crazy place where you can do everything but it's hard to do anything, right?

31:06So we are very, I think, committed to studio being good at what it does, and then it's to have for really the pros that want to go deep to have a great inter -provability with external tools. We talk a lot about Studio, but actually the thing that we are the most excited is taking all this AI goodness and bringing to inexperience creation. And so we think that's gonna be the next frontier. So two aspects in the industry, we are at the very beginning and we are curious to, we don't know what I was gonna play out and we are super curious. Using AI for substantially different gameplay, like components like Ego .live are experimenting on that.

31:49And then taking all the ability to create the AI has unleashed and bring it to inexperience creation. So I'm there, I'm playing my game on Roblox. Now I want to modify this level. I want with my friends create something new that we can play together. Those are completely different type of creation experiences that we're going to see being unleashed by AI. So right now we are incubating in studio. We're making solid robots. We're making sure the output is equality. But we are very excited to bring those APIs to inexperience. And we think that's going to be the real impact. I'd love to dig more into that.

32:23Maybe starting with just the in -game play experience. How do you think, from the players' perspective, these games will be different? I think they can be with basically no effort or live a little effort from the developer, these games can be more personalized, and also they can be always different. Like if you play the same game, but there's another LEM and is aware of your pasta, all the things that you have done in past sessions, and then you come back, then you can make the game different. More interesting, can change the challenge, can spin a little bit of the story, right? So all these things, when you have like a very smart AI backend who keeps track of what's happening in the history and knows also who you are, it can really morph the game onto something that is really more enjoyable for you specifically.

33:18So we think that would be a big opportunity. There's a lot of companies that are now doing experiments and we are very excited to basically provide the AI as a platform and then let them experiment with different gameplays. That sounds Stefano technically very hard and I I remember even for the simplest type of Roblox gaming, which there isn't really a simple type. You're generating digital worlds continuously. It gets actually a very, very heavy lift. You mentioned having your own data centers, right? Low latency being able to play with people internationally across the world. How do you think about adding this new level of complexity, this AI inference complexity for gameplay play as in generating the world, varying it on the fly, what will have to change from an infrastructure perspective?

34:11That's a great question. So I think the first step towards that will be NPC. So non -playable characters, the U -Hook up to an LLM, that doesn't need massive history of interest. That's pretty straightforward. And I think that's going to be the first rep. And we're going to see what kind of impact that creates. Then we have seen other experiences where they actually want to create the whole world. And of course, there are some challenges there. And let me tell you, I think the biggest challenge is actually moderation, because Roblox safety is our number one product. And we want to keep the platform safe and we want people to connect with the civility.

34:50And when you allow people to create anything, of course, the bar goes a little bit higher. And so we open this Pandora box, But we also have to build the guardrail so things stay positive and And we have you know everybody can have a positive experience on the platform. So I think that is More of a challenge than like latency and infrastructure because we can you know, you know, CDM we can cache things We can pre -generate some of the content we can use a level of detail So there's a lot of things that the gaming industry has developed in order to basically stream we are using streaming as well, right, in the platform.

35:32So we can, in real time, generate and stream more assets. I think the challenge will be more like if you have now the control of the game that you're playing, how do you make sure that everybody else has a great experience? I think that's gonna be the challenge. Both on the moderation side and also like in making fun. Right, we have infinite respect for game developers because they know how to make things fun and not every player has mastered the same skills of making games fun for the last 20 years. So it's like how do you give this freedom to create while you somehow control the gameplay and the story so it stays compelling.

36:14So these are all things that we are very eager to learn from the community honestly and I think that's the beauty of being a platform. We don't need to have a new opinion about it and we don't need to figure it out ourselves. We just provide the API to the community and the community with the infinite creativity I have will figure it out. So I've heard NPCs as that first stepping stone in in game AI frequently. What do you think is going to be the next stepping stone for how you know game mechanics or gameplay might change? Because I imagine you're not going to go from NPCs to entire worlds, right?

36:52Like is there another kind of what's the second stepping stone? I've seen like games where They limit the creation to one specific item. So for example You there's a very popular game on Roblox co build a boat You're going to this game you're building a boat and then you're selling that boat and then you're racing other players and so You don't create the world the world is is pretty defined by by the developer of the experience, but you basically allow that constraint creativity as in this is these are the materials that you can use to build a boat and this is the size that has to be and then you can go crazy and build whatever thing you want and because Robrox is such a physics sandbox right we have our dynamics further dynamics and so we can actually see what you create and like simulate the wind and you're gonna see the outcome of what you created and so I think experiences This is like that.

37:48Right now are a little bit more difficult with Aoi AI. Any AI I think can really power those up quite a bit. Where you can create your race car, you can create your boat, your airplanes, or like some elements of the gameplay. The base on what you create, you can have an advantage in the game, but you're not completely changing the game itself. Constraint creatively. That's a great idea. Yeah, exactly. I have two follow -ups from that. The first is you just mentioned physics engines, and there's been a lot of enthusiasm for years now around pins and these neural physics engines, et cetera. Is that now in the physics engine a robot if you can disclose?

38:28Are you using neural networks as part of the physics engines? As part of the, you mentioned aerodynamics, right? You guys at the point where you're estimating Navier Stokes because it's cheap enough, because you can use neural networks, or is that maybe in the future? And then my second question is about NPCs. Would you guys ever allow a world or a game that is purely NPCs? Is it something you watch as opposed to something that you participate in? That's a good question. So on the physics side, I think the use of neural networks for physics is now being proven, as effective, I think there is more like this, an infinite amount of like real world approximations that you can use.

39:10because they are like very computational efficient. And I think that's more important than how good you're approximating the word. And so on that front, I'm not sure your networks are going to provide that much value, honestly. Especially when you have already implemented all the basic functionalities and people are already using them successfully. So especially for a purely digital world. I mean, if you're trying to, if there's a noisy real world, I imagine it's different from a robots world where everything can work in the physics and estimations. Is that fair? Yeah, that's fair. So maybe I will say that's all I can say is basically maybe.

39:51I think at the moment is still not fully proven as a path. And then on the on the NPC front, you know, if you think about a game where all the players are NPCs and you're just watching it to me it sounds like TV right yeah so people watch this all the time and you know and these NPCs can be super smart and and do super fun things can race can do whatever they they like and maybe it's just fun to watch so definitely we are seeing such a huge community of people they just watch other people play games and so those players could be a la lambs in the future and still generate great entertainment and fun so I would not exclude that I think at the beginning we're going to find a hybrid model, like which is like, you know, NPCs existed where people will inject NPCs in the game to just make it more interesting and have people that, you know, you also can populate games that just launch.

40:49They don't have, you know, a thousand concurrent players yet. And so you can basically populate huge world with characters they are interesting to talk to without having to have, you know, the real people there right at the beginning. So I think there's going to be a lot of potential on that front for sure. What about for user generated content? Like how do you imagine UGC changes with another generative AI is really coming into the experience? That's a good question. We have seen some of this with the Genai features that we released for avatar creation. So avatar creation is another huge area of creativity.

41:28There's a massive community in Roblox, the work on like making assets and clothing and accessories for avatars and a lot of people make a living doing that. And so we have found that there were a lot more people like always that had amazing creative ideas but may not have the tools to like do 3D modeling. For example, 3D modeling is a very now specific skill. They would have to learn, you know, blender or Maya and so on. Now all of them were up for the challenge but they had a great idea about what outfit to create. And so there we experimented with using images as an input or text as an input and generate avatars and we found that it substantially democratized how many avatars could be created and this is an area we launch like an early beta of our avatar auto setup and we are doubling down that we're going to do a lot more in the coming months that you're going to see.

42:23But basically we want to allow people to create avatars, clothing accessories. is we just multi -modal easy input. Again, there's more people that have great ideas than the people that can actually execute on those. And so we want to basically remove those barriers and re -leverge AI for that type of creative expression as well. Do you think that, Juno, today, I blurs the line between what it means to be a user versus a creator? Like do you imagine those two become kind of the same thing? And I imagine you think of them distinctly today. Oh, for sure. Yeah, and I mean think about you know what happened with the music scene right the the boundary between the composer and and the and the People that could play an instrument and people in the audience would just so Set at the beginning and then you know, I think Karaoke like completely blurred out right and then now everybody can create things on Garageband and now with the eye people can just type lyrics and the genre and then a full song is created So they are like the boundary got completely burned, I think in the audio and music space.

43:27And you know, for game development is going to take a little bit longer because it's just more complex. It's a type of content. But I think it's, you know, just entropy only, or only increase is. And so we're going to see that for sure. Stefano, you mentioned that you guys have an absurd amount of data. You guys have an insane amount of video data. I think Robox is still the number one VR application in the world by a lot, including on VR headsets and then also obviously personal computers, all sorts of devices, et cetera. Ton of audio data, ton of textual data, kind of everything data. And so you kind of, you mentioned this, I've been kind of walked by it, but obviously Sony and I are very curious with all that training data, yes, the name of the show.

44:16Are you guys going to have a world model? I think I know the answer to this. I think it might even be announced already, depending on what this airs. Are you going to have a world model? What's it going to look like? What will be its boundaries? And where do you go from there? Yeah, that's a great question. So, yeah, we do have a normal amount of data. And I think the challenge for us is less about gathering data and more like being able to use it, because there's a lot that goes into, from the raw data to being able to train another LEM or AI in general. So that is where the work is focusing.

44:52We have announced just a couple of weeks ago, the Robox is working on a 3D foundational model. Our intent is to open source that. And basically what it does is it will allow the digital synthesis of scenes and the word from Mut and Molo input. So that's the goal. And I think also we can go a little bit beyond that. As I said before, our goal is basically to teach gaming development to AI. And so it's not just about world creation. I think that will be the first, maybe, area that we can really attack in a meaningful way. But then there's going to be all the interactivity of that word. The ability for things to move, bend, doors to open, penicard has to run around, right?

45:39And then the next level will be all the interactive gameplay. And so we are seeing the data. And we also can see from the data what works, what is fun for the user. And so we will be able to guide AI to not just make games, but actually make games that are fun. Because you can see which games get more traction, or like which specific levels get played more. And so there could be in the inference aspects of quality of the experience, not just like, hey, I'm just going to generate whatever you ask me, but I can also like, if I can pick, I can pick things that are more fun to engage with. And so again, that one is going to be, it's going to take a while to figure out, but we have the data that they can support it.

46:32I think it's more about us to be able to pick up, you know, there's going to be a lot of like unsupervised learning that we have to do. And so we have to pick up, we have to find ways to pick up signals of intent from our creators that then we can use in an unsupervised way to classify things and then figure out what AI should be learning from. I imagine because of the physics engine, you guys have such a competitive advantage with object placement, object interaction. The struggle with a lot of training data for these video and role models is they're too dimensional. And there's no concept of, I mean, maybe you can infer from it.

47:12The concept of what is three -dimensional on how objects interact. But is that something you guys are leaning on particularly heavily? I'd imagine it's a big advantage to the three -model you create. Yeah, it's a huge advantage for getting also consistency over time and special consistency. If you actually have the full 3D model and if you have a full 3D scene, then you can anchor the spatial and the temporal coherence in a much stronger way than if you're estimating those things from 2D. I mean the classic example is if you're trying to stylize a video and you use just video to video, you're going to see Drifts and Artifacts and everything, then with ControlNet and the depth map, which is like a, you know, too enough the approach.

48:01This video to video type of stylization became a little bit more reliable and more consistent, temporally. But you still like don't have, you have the basic situation where like if a character is looking at you and then you stylize that face and then they look away and then look back, they're like a different person, right? We have all seen those examples. important. So the only way I think to overcome that is to actually train with 3D data. And the industry went so fast, so far, we like just 2D, right? And it's now making magic with 2D. And I think there's still like the work to incorporate through the information into those algorithms, still has to come.

48:46And I think it's going to bring to fruition this like temporal and special coherence there right now we don't have or there is so hard to you know to generate out of 2D data right because it's just it's not rich enough. Just to make sure I understand what you just said. Do you think that 2D is gonna lead to a dead end and you have to start over from 3D or do you think that 2D can kind of get there with scale as well? I think if the goal is to operate on a single image to the has done fantastic and so if you need to text your character or like stylize and image, all these things is fantastic. If you want to actually have a video, so if you add the basic time on the axis and now you are also maybe moving the camera.

49:28So the camera is moving and then there's like 2000 frames ahead of you, they have to be consistent. At that point, if you're not using 3D data, you're the disadvantage and you're gonna be dealing with drift and yes, you can and forcing many possible way, but the problem of 2D data is that it has occlusions. So if you're looking at me and my arm is behind my back, and then at some point my arm pops out, you have nothing to enforce consistency of the look of my hand because you just have not seen it before. So all this problem don't exist if you're operating on a 3D representation of your scene because even the data you're not seeing from the camera is there and it's available.

50:09So I think the industry has gone like, you know, amazing, I made amazing progress in trying to cope with that, which is a fundamental lack of data. And then if that data is actually used and can be incorporated in the say a stable diffusion, then we're going to see a much better outcome. Steph, in our homework for this episode, we heard that you're passionate about neural rendering. Can you tell us what that is? Yeah, I don't know where you're at that, but yes, it's true. I'm very passionate because I have a strong belief that newer networks will change the way we're going to like stylize games and make a game visually a lot more compelling than they are today.

50:54And so if you look at the history of game development, the creation of assets and the style of the game, we're always tied together. If you're making like a Super Mario and that's the style of the game, you can just like in the flip of a coin say, okay, make it look like a Call of Duty. It would just know what you would have to redo all the assets from scratch. But if you're using neural rendering or generative rendering techniques, you're able with some text description and maybe some reference images to re -style your game in real time. and then you leave the geometry where it is, so it's physically consistent, right?

51:31Your physics capsule is in the same place, but the visual look can be very different. And this can be used also to make games completely photorealistic, even though you're using some low resolution meshes and textures. You can use this as a final pass, like in games you are typically bloom at the end to make things look really cool. And so it could be like a final, you know, a generative rendering pass, make it photorealistic, or stylize it in this specific way that I like. And you can re -stile your game, in a way that actually doesn't add any extra assets they have to download, doesn't change the assets, it's really like a compute layer, the opposite end.

52:13Right now is very compute intensive, but looking at the speed up which things have moved, you can imagine the in the future, people, developers can just add this filter to their game, describe the style, give a reference image, and then have the game look beautiful without changing, you know, a single geometry in the assets. So I'm a believer that in five years, this will be the way games will be built, and it was gonna run also, at least on the high end phones. And yeah, we're very excited about it. Steph, does it ever become the end gamers choice, the way it's rendered as an I put my skin or style into whatever game?

52:58I'm playing. I think if the developer of the game allows the freedom to the player, why not? I think it's going to be an artistic choice. You can play my game and you can make it any style that you want. And again, you can still play with people that will visually see a different game, but the game is still consistent. All the physics, all the gameplay, still hold. Stefano, thank you so much for joining us today. We learned an incredible amount. Certainly about the scale and complexity of Roblox, not just from technology, but also the scale of impact. The 70 -million daily active, the hundreds of millions of monthly active, the amount of technical depth that's necessary to get there.

53:39We learned about how you're using AI as dishwashers to empower your customers and developers and gamers, and not just in the assistant, but also in the code assistant and the material generator. And we learned a little bit about what you think the future is gonna look like. We might be using infrastructure for guardrails to make sure that the civility of Roblox is preserved. We might be watching some NPC television, and we certainly will have a 3D world created by Roblox, can't wait to live in that oasis. Thank you so much for having me. It was a pleasure. Thank you.

From the publisher

Stef Corazza leads generative AI development at Roblox after previously building Adobe’s 3D and AR platforms. His technical expertise, combined with Roblox’s unique relationship with its users, has led to the infusion of AI into its creation tools. Roblox has assembled the world’s largest multimodal dataset. Stef previews the Roblox Assistant and the company’s new 3D foundation model, while emphasizing the importance of maintaining positive experiences and civility on the platform. 

Mentioned in this episode:

Driving Empire: A Roblox car racing game Stef particularly enjoys

RDC: Roblox Developer Conference

Ego.live: Roblox app to create and share synthetic worlds populated with human-like generative agents and simulated communities|

PINNs: Physics Informed Neural Networks

ControlNet: A model for controlling image diffusion by conditioning on an additional input image that Stef says can be used as a 2.5D approach to 3D generation.

Neural rendering: A combination of deep learning with computer graphics principles developed by Nvidia in its RTX platform

Hosted by: Konstantine Buhler and Sonya Huang, Sequoia Capital

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