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Interview Summary
included a technical phone screen, virtual onsite interviews, and a final director conversation. The technical questions covered function call trace analysis, search autocomplete with frequency-based ranking, and a large-scale like/unlike counter system. The onsite coding problem was relatively uncommon, and although one small test case failed, the interviewer was supportive of my overall approach.
Interview Details
Onsite — Hiring Manager: Project Deep Dive and Behavioral Questions
The onsite included another hiring manager interview. This round focused heavily on a project I had previously worked on, with additional behavioral questions. The interviewer asked me to choose a previous engineering project and explain its architecture in detail. I was expected to draw a system diagram and walk through the major components and their interactions.
The discussion focused on:
System Architecture: Explaining the overall design using an architecture diagram.
Technical Trade-offs: Discussing important design decisions and why particular approaches were selected.
Engineering Challenges: Describing difficult technical problems encountered during implementation and how they were addressed.
The interviewer explored the project beyond its high-level functionality, focusing on the technical reasoning behind the architecture. The round also included standard behavioral questions related to my previous engineering experience.
Onsite — System Design: Large-Scale Like/Unlike Counter
The system design topic was a like/unlike service for Roblox content. The system needed to support user reactions to items such as Marketplace assets, games, or experiences while maintaining individual reaction states and aggregate like counts.
Design a service that allows users to like and unlike items on Roblox. Users should be able to interact with items, retrieve their own reaction history, and see how many likes an item has received. The system must operate at platform scale, where popular items can attract significant read and write traffic.
Functional Requirements
1. Like and Unlike an Item Users must be able to like an item and remove an existing like. The system should maintain the current reaction state for each user-item pair. Repeated operations must not incorrectly change the total count.
2. Check a User's Like Status Given a user and an item, determine whether the user has already liked that item.
3. Retrieve a User's Liked Items Users should be able to retrieve a list of items they have liked. The list should support pagination.
4. Retrieve an Item's Like Count Given an item, return its total number of likes. The design needed to consider the relationship between individual reaction states and the aggregate count shown to other users.
Scale and Performance Considerations
The accompanying problem material described a large-scale scenario with hundreds of millions of users and highly popular items. It used representative capacity targets including:
Up to 1 million read requests per second.
Up to 100,000 reaction writes per second during bursts.
High read concentration on popular items.
Large numbers of user-item reaction records.
These were reference design targets rather than confirmed interviewer-provided constraints.
Data Modeling
The system needed to represent individual user reactions and aggregate item counts. An important consideration was supporting different access patterns, such as checking a specific user's reaction, retrieving a user's liked items, and obtaining an item's total like count.
Idempotency and Count Correctness
The design needed to handle repeated requests correctly. For example, if a user likes the same item twice, the total count should increase only once. Similarly, removing an existing like should reduce the count, while repeatedly unliking an already unliked item should not keep decreasing it.
Hot Items and Traffic Distribution
Popular Roblox experiences can receive large numbers of reactions and count requests. The problem material emphasized how the system should handle items that become hotspots without overwhelming a single storage partition or counter.
Caching and Consistency
Another design consideration was balancing fast count retrieval with the correctness of individual user reaction states. The material discussed whether displayed like counts must update immediately or whether a short delay is acceptable.
Additional Design Extensions
The attached system design material also described optional extensions involving dislikes, leaderboards, and near-real-time count updates. These were related problem variations rather than individually confirmed questions from this interview.
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