CEO David Baszucki's mission to make Roblox a billion-player platform

CEO David Baszucki's mission to make Roblox a...

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THE PEOPLE DO NOT YEARN FOR AUTOMATION

Today on Decoder, I want to lay out an idea that's been banging around my head for weeks now as we've been reporting on AI and having conversations here on this show. I've been calling it software brain, and it's a particular way of seeing the world that fits everything into algo ...  عرض المزيد

Canva's CEO on its big pivot to AI enterprise software

The last time Canva CEO Melanie Perkins was on Decoder, the company was starting a big push into enterprise. Now, she's leading it through a total reinvention, going, in Canva's words, "from a design platform with AI tools to an AI platform with design tools." But there's a lot o ...  عرض المزيد

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More Than Playing Games: Building a Democratizing Platform With Dan Sturman, CTO of Roblox
IT Visionaries

So many tech companies take a slash and burn approach in order to get their product to market as quickly as possible. Dan Sturman, CTO at Roblox, shares why Roblox takes a much more ...

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Hackers Are Making a Fortune Stealing from Kids in ‘Roblox’
CYBER

Roblox is one of the most popular and profitable video games ever created. Unless you’ve got kids, there’s a decent chance you’ve probably never heard of it. What makes it so engaging is that it’s a place where players develop and sell their own games and items. There is an inter ...  عرض المزيد

Automation, Gameplay and Turning Kids into Creators with Roblox VP of Engineering, Adam Miller
IT Visionaries

It’s a fact of today’s world that everyone is spending more and more time looking at screens. Especially kids. But that doesn’t always have to be a bad thing, especially if looking at that screen is unlocking creativity and new skills. Roblox is making that possible.

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Roblox: David Baszucki
How I Built This with Guy Raz

In 2003, David Baszucki wanted to go viral. He had already sold a company that made educational software, and now he wanted to build something with mass appeal; with build-your-own avatars and myriad opportunities for users to compete and connect online. So in 2006, ...

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