Roblox · Primly Community

Roblox product designer / UX interview and portfolio review, what they focus on

brand_ben · 4 replies

Went through the Roblox product designer interview in early 2026. I'm a senior designer (8 years, agency background + 2 in-house), so this was for a senior IC role on their creator tools side.

The process was: Recruiter screen Portfolio screen with a designer (45 min, mostly conversational about your work) Portfolio presentation to a panel (60 min) Design exercise round Behavioral

Let me break down what mattered.

Portfolio screen: They ask you to walk through 2-3 projects. The big thing is: they want to hear your problem framing before you show any screens. Like, 20% of the time on the problem space, the constraints, what you were trying to learn. The actual visuals come after. If you lead with 'here's the finished design,' they'll redirect you. They're product designers, not visual designers, even if your work looks great.

Portfolio panel: I presented a creator tools project I'd done at a previous company (a no-code workflow builder). That resonated immediately because Roblox Studio is basically the same archetype: a complex tool that needs to be accessible to non-technical creators. If you have any work touching developer tools, creator tooling, or complex editing interfaces, lead with that.

Design exercise: I was given a prompt 48 hours in advance: 'Design a feature that helps new Roblox creators understand why their game is or isn't getting discovery.' I had 45 minutes to present my thinking. They explicitly said 'we're not looking for polished screens, we're looking for how you think.' I used rough wireframes and spent most of the time on the problem framing and the metrics I'd use to measure success.

What they care about: Roblox is a platform for creators, many of whom are teenagers or non-technical adults. Accessibility, simplicity, and progressive disclosure came up in almost every conversation. They also care about data: can you tie design decisions to metrics? Engagement rates, creation completion rates, that kind of thing.

Behavioral: Heavy on 'tell me about a time you pushed for user research when there was pressure to just ship.' They want designers who advocate for the user, not just the PM's roadmap.

I got the offer. Didn't take comp notes but it was competitive for SF Bay Area senior designer. I did take the role. Two months in and the design culture feels real, not just a talking point.

4 replies

alex_design

The 'problem before screens' framing is so important and so many designers skip it. When I've been on the panel side, nothing tanks a portfolio review faster than someone who leads with 'look how polished this is' before I understand what problem was worth solving. Sounds like Roblox does this well.

ux_uma

Did the design exercise prompt give any constraints on scope? Like did they want a mobile-first solution, a Studio plugin, a web dashboard? Or was figuring out the right surface part of the exercise?

brand_ben

Figuring out the surface was part of it. I chose to focus on the web Creator Dashboard (not Studio itself) because I argued most creators check their game stats via a browser, not while actively in the editor. The panel asked why I didn't address the in-Studio experience. I said: the discovery problem is a post-creation awareness problem, not an in-creation one, so the web surface reaches the right moment in the creator's journey. They seemed satisfied with that reasoning.

sam_recovering

Really nice to see a design interview writeup that's not just 'they asked me about my process.' The specific detail about creator tools projects resonating is genuinely useful.