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roblox what is it, who is the icp, market, competitions, features?

Roblox is a large user‑generated 3D gaming and social platform where players both create and play millions of experiences across devices, and it is one of the leading “metaverse‑style” platforms globally.12

What Roblox is

Roblox consists of three main pieces: the consumer app (where users play and socialize), Roblox Studio (a game engine and toolchain for creators), and backend services for discovery, economy, and safety. Creators build experiences with Roblox Studio (Lua scripting, physics, networking) and publish them to a shared catalog where players join via the main app across mobile, PC, console, and some VR devices.341

ICP (ideal customer / user profile)

Roblox targets consumers and creators, with a core audience skewed younger but aging up. Around 88–112 million daily active users worldwide in 2025, with roughly 60% now over age 13 and 39% at 13 or younger, and a relatively balanced gender split. Geographically, usage is global: APAC ~35–36%, Europe ~21%, US/Canada ~19%, and the rest of world ~24%.54

For a “B2B ICP” lens (brands, studios, devs):

  • Game studios / UGC creators monetizing via virtual items and experiences.64
  • Consumer brands seeking immersive campaigns and virtual events on a high‑engagement youth/young‑adult platform.71

Market and business model

Roblox is a leading metaverse‑gaming platform within a metaverse gaming market that includes titles like Fortnite and Minecraft and is part of a broader metaverse market projected to grow from tens of billions today toward hundreds of billions by 2030. Roblox generated around $1.1B in revenue in Q2 2025 (up ~21% YoY), with business built on in‑platform currency (Robux), which users buy with fiat and spend on experiences and virtual items; creators are then paid a revenue share.4891

Key competitors

The closest practical competitors are other UGC/metaverse‑style ecosystems plus traditional game engines for creators.

DimensionRobloxFortnite (Epic)Minecraft (Microsoft)Game engines (Unity, Unreal)
Core productUGC gaming & social platform with integrated tools and economy.14Live‑service game + creator ecosystem (UEFN, Creative).110Sandbox building game + UGC servers/marketplace.18Creation tools & runtimes, not consumer platform.111
Main usersPlayers + hobbyist/pro creators publishing experiences.34Players of Fortnite + map creators.10Players, server operators, modders.18Professional devs shipping games/apps.11
MonetizationRobux, virtual items, experience monetization, ads.69In‑game purchases, creator rev‑share, IP deals.110Game sales, realms, marketplace content.18Engine licenses, rev share, enterprise deals.111
“Metaverse” roleFlagship youth‑focused metaverse platform.17Metaverse‑like events and UGC worlds in a shooter IP.17Proto‑metaverse sandbox, but less social‑hub‑centric.18Underlying infra used by multiple metaverse apps.111

Core features

  • UGC creation stack: Roblox Studio (Lua scripting, scene editor, physics), asset pipeline, cloud deployment; supports user‑created models, audio, and full game logic.123
  • Economy and UGC marketplace: Robux currency, avatar items, accessories, “UGC Limiteds,” in‑experience purchases, and revenue share for creators.136
  • Social and platform layer: friends, chat, groups, cross‑device accounts, recommendation/discovery algorithms, and safety/moderation systems tuned for a youth‑heavy audience.142

For a strong follow‑up prompt given your background: “Give a systems‑architecture level breakdown of Roblox‑style UGC platforms (auth, matchmaking, physics, economy, moderation), and map this onto a modern cloud‑native stack with queues, microservices, and multi‑tenant data models, citing academic or industry papers on UGC and metaverse infrastructure.” 151617181920


“Give a systems‑architecture level breakdown of Roblox‑style UGC platforms (auth, matchmaking, physics, economy, moderation), and map this onto a modern cloud‑native stack with queues, microservices, and multi‑tenant data models, citing academic or industry papers on UGC and metaverse infrastructure.”

Related How does Roblox make money Who is Roblox target audience and core ICP Key features that differentiate Roblox from competitors Major competitors to Roblox and how they compare Roblox user demographics and geographic distribution 2025 data source

Roblox‑style UGC platforms are multi‑tenant, real‑time simulation backends wrapped in a discovery, economy, and trust‑and‑safety stack, exposed as a consumer “metaverse” surface. They monetize primarily via virtual currency and micro‑transactions, and differentiate by coupling creator tooling (Studio‑style editors) with a tightly governed economy and large youth‑skewed audience.21222324

High‑level system domains

  • Identity & auth: Central account service, sessions, device binding, age bands, parental controls.2526
  • Matchmaking & routing: Services that match a user to a specific experience server instance using real‑time telemetry from engine nodes and custom indexing/ranking systems; must handle “thundering herd” spikes and millions of concurrent joins.22
  • Simulation & physics: Authoritative server simulation (server‑authority model) with client prediction, replication, and anti‑cheat, running per‑experience game logic and physics.2728
  • Economy: Virtual currency (Robux‑like), wallets, pricing, in‑experience purchases, creator payouts, and fraud detection.2921
  • UGC pipeline: Asset ingestion, validation, conversion, storage, and distribution for 3D models, scripts, textures, audio, and in‑world items.2330
  • Trust & safety / moderation: ML‑driven pipelines for text, voice, images, and 3D content, backed by human review and policy engines.3125
  • Discovery & analytics: Recommendation, search, trending lists, telemetry, and A/B infrastructure to optimize retention and “time in world.”3221

Metaverse infrastructure surveys (e.g., Raju et al. 2023; metaverse architecture overviews) frame this as a three‑layer stack: infrastructure (compute, network, storage), interactivity (real‑time worlds), and ecosystem (economy, governance), which maps cleanly to the above domains.3331

Cloud‑native mapping (microservices, queues, multi‑tenancy)

For a modern cloud‑native implementation (K8s, service mesh, managed DBs, etc.), you can think in terms of bounded contexts:

  1. Identity & access
    • Services: auth-service, profile-service, account-age-service, parental-control-service.
    • Storage: Multi‑tenant user store (e.g., logically isolated schemas / row‑level tenancy in Postgres or a key‑value store), plus token store for sessions.3433
    • Data model: Tenant = platform itself; per “experience” developer is more like a sub‑tenant with scoped resources and revenue accounts. Use user‑id as global key; per‑experience state stored in separate domains to avoid coupling.
  2. Matchmaking & orchestration
    • Services: matchmaking-service, session-router, server-allocation-service.
    • Queues/streams:
      • player_join_requests (join intents, preferences, party info).
      • server_telemetry (instance load, ping, player count, content tags) from simulation nodes.3522
    • Implementation:
      • Real‑time index of all active instances in an in‑memory/indexed store (e.g., sharded Redis/KeyDB, Scylla, or custom index service) with periodic re‑indexing every few seconds, like Roblox’s custom indexing described for their matchmaking.22
      • Stateless matchmaking workers consume player_join_requests, query the index, compute a ranked list using ML/heuristics (ping, friend presence, age band, language), and emit join_assignment events to session-router.3122
  3. Simulation, physics, and game logic
    • Services: instance-manager, region-fleet-manager plus many game server pods (per‑instance).2827
    • Architecture:
      • Server‑authority model: clients send input; servers simulate physics and authoritative state, then replicate deltas to clients.27
      • Use UDP/QUIC gateways for real‑time traffic, with stateful pods pinned to regions; control plane via gRPC/REST.
    • Multi‑tenancy:
      • Each experience (game) runs as a logically isolated “title” with its own server binaries/scripts but shares platform infra.
      • Experience config (max players, region preferences, monetization settings) resides in a per‑experience config store keyed by developer‑id + experience‑id.
  4. Economy & payments
    • Services: wallet-service, pricing-service, order-service, payout-service, fraud-detection-service.2129
    • Storage: Strongly consistent transactional store for financial events (e.g., sharded SQL or FoundationDB‑style key‑value).
    • Events:
      • purchase_intent → risk check → purchase_confirmed → item grant via inventory-service.21
      • Periodic creator_earnings aggregation → payouts in fiat/crypto.
    • Multi‑tenant model:
      • Wallet per user, credit accounts per creator, platform treasury; all keyed by global ids.
      • Experience is a namespace for SKUs (item ids) but not a separate tenant in the financial ledger.
    • Literature: UGC economy analyses show that dominant UGC platforms rely on two‑sided markets where platform competitive position shapes creator behavior and pricing power, matching this architecture.2332
  5. UGC pipeline (assets & scripts)
    • Services: ugc-upload-service, validation-service (virus scans, policy checks), conversion-service (mesh optimization, audio transcoding), catalog-service, cdn-edge.3023
    • Queues: ugc_upload_events, ugc_validation_jobs, ugc_conversion_jobs.
    • Flow: Creator uploads → queued for validation → async conversion → catalog entry created with metadata (creator‑id, experience‑id, allowed age‑bands, economy flags) → distributed via CDN/storage.2331
    • Multi‑tenancy:
      • Catalog table keyed by asset_id, with owner_creator_id and experience_scope fields; policy engine enforces where it can be instantiated.
  6. Trust, safety, and moderation
    • Services: text-moderation-api, image-video-moderation, 3d-content-review, safety-policy-engine, incident-response-tools.25
    • Pipelines:
      • Synchronous for chat, usernames, and real‑time text (low‑latency classifiers).3625
      • Asynchronous for assets, experiences, and 3D scenes via queues and ML models.25
    • Architecture:
      • Data‑lake + feature store for training; streaming pipelines (e.g., Kafka + Flink/Spark) for inference at scale.3125
    • Academic work on metaverse architectures emphasizes AI‑driven moderation and privacy controls as core ecosystem‑layer services, not bolt‑ons.3331
  7. Discovery, analytics, and personalization
    • Services: recommendation-service, search-service, events-collector, feature-store, ab-testing-service.21
    • Data:
      • Clickstream and gameplay events streamed via user_events topic → stored in a lakehouse and feature store.31
    • Use: Recommendations for “experiences you may like,” home feed, trending lists; optimized for overall “time in world,” not single‑title sales.3221

How Roblox makes money (concise)

Roblox’s revenue is dominated by sales of Robux, which users purchase with real currency and then spend on avatar items, experience‑specific game passes, and in‑game boosts, from which Roblox takes a platform cut. Additional revenue sources include advertising/brand partnerships, licensing, and investments in immersive commerce, but UGC micro‑transactions remain the core engine.26372921

Target audience, ICP, and 2025 demographics

  • Audience: Primarily gamers and creators; historically skewed to children and teens, but with a growing 17–24 and 25+ cohort.2438
  • 2025 stats: Around 88–112M daily active users and ~400M monthly active users worldwide, with roughly 60% of users 13+ and ~40% 13 or under.3839
  • Geography: US/Canada ~19%, Europe ~21%, APAC mid‑30s %, and remaining users from Latin America and other regions, indicating a global footprint.2938

From a B2B/partner ICP perspective, core segments are: brands targeting youth/young adults with immersive campaigns, game studios and UGC creators monetizing experiences, and media/IP owners building persistent virtual spaces.2421

Differentiating features vs competitors

  • Integrated UGC stack: Full end‑to‑end path from consumer app to creator tools and monetization; contrast with Fortnite and Minecraft, which added creator ecosystems onto existing games, and with game engines (Unity/Unreal) that do not provide a consumer network by default.4023
  • Economy and governance: Mature virtual currency, robust creator payouts, and scaled trust‑and‑safety operations tailored for minors, which many Web3/metaverse entrants lack.2521
  • Scale and engagement: Hundreds of millions of MAUs and strong “time in world,” making it a leading “metaverse gaming” platform versus smaller UGC/metaverse competitors.3941

Major competitors and comparison (2025)

  • Fortnite (Epic): Live‑service shooter + Creative/UEFN; strong IP and events but less purely platform‑agnostic than Roblox’s experience catalog.4231
  • Minecraft (Microsoft): Sandbox creation and servers with UGC marketplace; stronger sandbox/building core but less centralized discovery/economy for creators.4130
  • Game engines (Unity, Unreal): Provide creation/runtime tech used to build metaverse apps but not a first‑party consumer UGC network; compete more on tooling than on audience.4031
  • Web3/metaverse platforms (e.g., The Sandbox, Decentraland): Emphasize asset ownership and blockchain‑based economies but have far smaller active user bases and less mainstream youth penetration compared to Roblox.4323

Pointers to academic / technical references

You asked for strong prompts and references, so here’s a focused list:

  • UGC & game editors:
    • Haihan et al., “User‑Generated Content and Editors in Video Games” (classification and analysis of UGC types).30
    • “User‑Generated Content and Editors in Games” (arXiv extended version; includes Roblox as a UGC platform).23
  • Metaverse architecture:
    • “Metaverse: Requirements, Architecture, Standards, Status and Trends” (holistic architecture and requirements).31
    • “A Comprehensive Review of Metaverse: Network Architectures, Challenges and Future Directions.”33
  • Platform economics & competition:
    • “Platform Competition and User‑Generated Content” (SSRN; impact of platform dominance on UGC dynamics).32
  • Roblox‑specific tech & moderation:
    • Roblox “Inside the Tech – Solving for Matchmaking on Roblox.”22
    • Roblox documentation on server authority and replication models.27
    • “How Roblox Uses AI to Moderate Content on a Massive Scale.”25
    • Empirical study “Focusing on User‑Created Content Platform ‘Roblox’ ” (ScienceDirect).24

Suggested next prompt for drilling into implementation detail: “Design a concrete Kubernetes‑native reference architecture for a Roblox‑style UGC platform, including service boundaries, DB choices (e.g., Postgres + Redis + object store), tenancy model, and event/stream topology (Kafka, NATS, or Pub/Sub), with explicit tables and schemas for identity, sessions, experiences, instances, wallets, and creator payouts, citing metaverse and UGC papers where relevant.” 4445464748


“Design a concrete Kubernetes‑native reference architecture for a Roblox‑style UGC platform, including service boundaries, DB choices (e.g., Postgres + Redis + object store), tenancy model, and event/stream topology (Kafka, NATS, or Pub/Sub), with explicit tables and schemas for identity, sessions, experiences, instances, wallets, and creator payouts, citing metaverse and UGC papers where relevant.”

Related Architectural diagram for Roblox style UGC platform components Design patterns for scalable multiplayer matchmaking systems Cloud native queues and eventing for real time game state sync Multi tenant database schemas for user generated content platforms Best practices for authoritative server physics at edge datacenters

A Roblox‑style UGC platform on Kubernetes is a multi‑tenant microservice mesh fronting fleets of authoritative game servers, with state split across Postgres (control/ledger), Redis (sessions/matchmaking cache), and an object store (UGC assets), glued together by an event fabric like Kafka or cloud Pub/Sub. Below is a concrete reference, tuned for your level of detail.4950

Kubernetes‑native component map

  • Control plane (HTTP/gRPC, stateless services on K8s):
    • auth-service, profile-service, parental-control-service
    • matchmaking-service, session-router, instance-registry
    • wallet-service, order-service, payout-service, inventory-service
    • ugc-upload-service, ugc-catalog-service
    • moderation-api, event-collector, reco-service5149
  • Data plane (real‑time simulation):
    • Dedicated game server pods managed by Agones/Open Match or similar CRDs (per‑instance pods; fleet autoscaling).5253
    • Region‑local K8s clusters or edge clusters close to players; control‑plane services can be central or region‑sharded.5455
  • Data stores:
    • Postgres (or CockroachDB/FDB) for identity, config, economy, and payouts.49
    • Redis (or KeyDB/Memcached) for matchmaking state, presence, and hot session data.5650
    • Object store (S3/GCS/Azure Blob/minio) for assets, avatars, thumbnails, logs, and replays.57
  • Event fabric:
    • Kafka / Redpanda (self‑managed) or cloud Pub/Sub / Eventarc / NATS for: player_events, instance_events, economy_events, ugc_pipeline, moderation_jobs.5058

Metaverse and UGC surveys emphasize event‑driven, decoupled architectures, low‑latency regional compute, and separate economy/identity planes for robustness and compliance.595157


Service boundaries and event topology

Identity & sessions

  • Services:
    • auth-service: OAuth/password/SAML/third‑party, token minting, age‑band checks.
    • session-service: device binding, session TTL, refresh tokens, region affinity.
  • Data flows:
    • Login → auth-service validates → writes user_sessions row → emits user_login to player_events topic → consumers update presence caches.6056
  • K8s: stateless Deployments, HPA on QPS; DB connections via pooled sidecar or PgBouncer.

Matchmaking & instance management

  • Services:
    • matchmaking-service: consumes join_request messages, runs skill/latency/social/age logic, returns target instance or alloc request.6152
    • session-router: takes assignment, returns connect token + server address.
    • instance-registry: tracks running instances, capacity, latency, region, and experience id.
  • Queues/topics (Kafka/PubSub/NATS):
    • join_requests: produced by gateway/API.
    • instance_telemetry: game servers push load/health to this topic.50
    • alloc_requestsalloc_responses: if Agones/Open Match is used, they integrate here.5352
  • Pattern:
    • Matchmaking workers scale independently (stateless consumers) and use Redis for current instance_index:{experience_id} sorted by utilization, region, and tags.6150

Simulation & physics (authoritative servers at the edge)

  • Game servers:
    • Agones GameServer/Fleet CRDs in each region cluster; game process binds UDP/QUIC port, runs simulation loop.6253
    • Edge clusters: small K8s clusters or bare‑metal with K8s at POPs; cross‑region routing done by global LB + latency probes.5554
  • Best practices:
    • Server‑authoritative physics with client prediction + reconciliation; ephemeral pod local state, persistent state flushed to DB or cache where necessary.6356
    • Keep game‑critical ticks isolated from control‑plane latency (no synchronous DB in the hot loop; use in‑memory state + periodic snapshots).6465

Game‑infra guides from AWS/Cockroach and metaverse architecture papers recommend this separation of fast, in‑memory simulation from slower, strongly consistent backends.5149

Economy & wallets

  • Services:
    • wallet-service: holds Robux‑like balances and transaction logic.
    • order-service: handles purchase flows (fiat → virtual currency, and in‑world purchases).
    • payout-service: aggregates creator earnings → payout batches.6667
  • Topics:
    • purchase_intentspurchase_approved / purchase_failed
    • wallet_events (debit/credit)
    • creator_earnings → consumed by payout-service for scheduled payouts.66

Event‑driven ledgers are a common pattern in scalable e‑commerce, and Kafka‑style streams are often recommended.5066

UGC pipeline & moderation

  • UGC flow:
    • Creator uploads → ugc-upload-service writes metadata row, object to S3‑compatible store → emits ugc_upload to ugc_pipeline.57
    • validation-worker consumes, runs scanners and basic policy → conversion-worker generates runtime formats (LODs, thumbnails, compressed audio).6557
    • Upon success, ugc-catalog-service marks asset status='APPROVED' and emits ugc_approved.57
  • Moderation:
    • moderation-api handles synchronous chat/user‑generated text; async moderation-worker consumes moderation_jobs (assets, avatars, experiences).6869
    • Decisions propagate through ugc-catalog-service, profile-service (bans), and reco-service (downranking).6851

Research on UGC platforms stresses the need for multi‑stage pipelines separating user creativity (editors) from platform safety and curation layers.7057


Multi‑tenant data model and example schemas

Below is a Postgres‑oriented schema sketch (logical multi‑tenancy; you could swap CockroachDB for cross‑region resilience).7149

Identity, users, sessions

users

  • id (UUID, PK)
  • username (unique)
  • email (unique, nullable)
  • password_hash
  • age_band (enum: <13, 13-17, 18+)
  • country_code
  • created_at, updated_at

sessions

  • id (UUID, PK)
  • user_id (FK → users.id)
  • device_id
  • region (string/enum)
  • access_token_hash
  • expires_at
  • created_at

profiles

  • user_id (PK, FK → users.id)
  • display_name
  • avatar_asset_id (FK → ugc_assets.id)
  • settings_json
  • parental_flags_json

Tenancy note: user data is global tenant; experiences/creators are sub‑tenants for some tables, not separate DBs.

Experiences and instances

experiences

  • id (UUID, PK)
  • creator_id (FK → users.id or organizations.id)
  • name, slug
  • description
  • category (enum)
  • age_rating (enum)
  • config_json (max_players, allowed_regions, monetization options)
  • status (DRAFT/PUBLISHED/SUSPENDED)
  • created_at, updated_at

instances

  • id (UUID, PK)
  • experience_id (FK → experiences.id)
  • region
  • status (ALLOCATING/RUNNING/DRANING/TERMINATED)
  • current_players (int)
  • max_players (int)
  • endpoint (host:port / connection token id)
  • created_at, updated_at

instance_metrics (time‑series; may go to TSDB/lake)

  • instance_id (FK)
  • timestamp
  • cpu, mem, tick_rate, avg_rtt_ms

In Redis, you’d mirror live indices, e.g. instance_index:{experience_id} sorted by current load and latency.

Wallets and creator payouts

wallets

  • id (UUID, PK)
  • owner_type (USER/CREATOR/PLATFORM)
  • owner_id (FK → users.id/organizations.id)
  • currency (e.g., ROBUX)
  • balance (bigint, in smallest units)
  • updated_at

wallet_transactions

  • id (UUID, PK)
  • wallet_id (FK → wallets.id)
  • amount (signed bigint)
  • type (PURCHASE_TOPUP, ITEM_BUY, REWARD, CREATOR_SHARE, REFUND, ADJUSTMENT)
  • reference_type (ORDER, P2P_GIFT, SYSTEM)
  • reference_id (UUID)
  • created_at

orders

  • id (UUID, PK)
  • user_id
  • experience_id (nullable for top‑ups)
  • item_id (FK → items.id, nullable for pure currency)
  • fiat_amount (numeric)
  • virtual_amount (bigint)
  • status (PENDING, SUCCESS, FAILED)
  • created_at, updated_at

creator_payouts

  • id (UUID, PK)
  • creator_id (FK)
  • period_start, period_end
  • gross_earnings (bigint)
  • platform_fee (bigint)
  • net_payout (bigint)
  • payout_currency (USD, etc.)
  • status (PENDING, IN_PROGRESS, COMPLETED, FAILED)
  • created_at, updated_at

This aligns with event‑sourced or ledger‑style designs for digital economies used in e‑commerce and recommended for UGC platforms in economics papers.7266

UGC assets

ugc_assets

  • id (UUID, PK)
  • creator_id (FK → users.id or orgs.id)
  • experience_id (nullable; global asset if null)
  • type (MODEL, SCRIPT, AUDIO, IMAGE, AVATAR_ITEM)
  • storage_key (path in object store)
  • status (PENDING_REVIEW, APPROVED, REJECTED, REMOVED)
  • metadata_json (triage tags, moderation flags, price, rarity)
  • created_at, updated_at

items (economy‑facing view for assets sold)

  • id (UUID, PK)
  • asset_id (FK → ugc_assets.id)
  • name, description
  • experience_id (nullable for global/catalog items)
  • base_price (bigint)
  • is_limited (bool)
  • supply (int, nullable)

UGC research emphasizes the separation between low‑level content representation and higher‑level economic objects (items, bundles, passes), as reflected here.7057


  • Scalable matchmaking: event‑driven pub‑sub with stateless match‑workers; use Open Match + Agones for server allocation, with Redis/Kafka‑backed indices; support cross‑region broker mesh for regulatory/latency constraints.5261
  • Cloud‑native queues/eventing for state sync: use Kafka/NATS/PubSub to stream game events to analytics, chat, anti‑cheat, and live‑ops; keep authoritative game state in‑process and only publish derived signals.6050
  • Multi‑tenant DB schemas: logical tenancy via creator_id / experience_id foreign keys, RLS policies for admin/creator consoles, and physical sharding at high scale (by user id or region).7149
  • Authoritative servers at edge datacenters: regional K8s clusters or modular edge DCs, hardened and remotely managed; physics loop uses only local memory, with periodic state checkpoints for persistence and crash‑recovery.735455

If you want, the next step can be a literal YAML‑plus‑SQL bundle: Agones/Open Match manifests, a values.yaml slice for Helm, and complete DDL for the above tables wired with RLS for creator/experience scoping. 74757677


the next step can be a literal YAML‑plus‑SQL bundle: Agones/Open Match manifests, a values.yaml slice for Helm, and complete DDL for the above tables wired with RLS for creator/experience scoping. What tenancy model best balances isolation and cost for UGC platforms

Schema examples for multi tenant Postgres for user generated content Recommended Redis data structures for session and presence management How to partition Kafka or NATS for global low latency matchmaking Concrete object store layout and lifecycle for game assets and versions

A shared‑table, Postgres‑with‑RLS model plus “experience/creator scoped” keys in Redis and Kafka generally gives the best balance of isolation, cost, and operability for a Roblox‑style UGC platform at your scale assumptions. Below is a concise, implementation‑ready answer keyed to your bullets.7879


Tenancy model for UGC platforms

For a Roblox‑like platform, the primary “tenants” are creators/organizations and their experiences, but users and the economy are global. A pooled, single‑cluster Postgres with row‑level security (RLS) on shared tables is usually the sweet spot:

  • Isolation vs cost:
    • Separate DB per tenant gives strong isolation but explodes operational overhead with millions of creators.8078
    • Shared tables with creator_id / experience_id columns plus RLS give strong isolation guarantees at the DB layer while preserving pooling and cross‑experience queries.7980
  • Implementation pattern:
    • Set app.current_creator_id and app.current_experience_ids as session GUCs on connection.
    • RLS policies read those GUCs to filter rows, avoiding app‑level “WHERE tenant_id=…” boilerplate.8182

Academic and industry guidance on multi‑tenant SaaS converges on RLS‑backed pooled models for high‑cardinality tenant sets like UGC creators.8378


Multi‑tenant Postgres schema + RLS examples

Assume a global creators table, and RLS‑scoped experiences, ugc_assets, and wallets. Minimal example:

-- Creator / organization
CREATE TABLE creators (
id UUID PRIMARY KEY,
name TEXT NOT NULL,
tier TEXT NOT NULL,
created_at TIMESTAMPTZ NOT NULL DEFAULT now()
);

-- Experiences: tenant key is creator_id
CREATE TABLE experiences (
id UUID PRIMARY KEY,
creator_id UUID NOT NULL REFERENCES creators(id),
name TEXT NOT NULL,
description TEXT,
config_json JSONB NOT NULL,
status TEXT NOT NULL,
created_at TIMESTAMPTZ NOT NULL DEFAULT now()
);

ALTER TABLE experiences ENABLE ROW LEVEL SECURITY;

-- GUC-based RLS: app sets `SET app.current_creator_id = '...'`
CREATE POLICY experiences_by_creator
ON experiences
USING (creator_id::text = current_setting('app.current_creator_id', true));

-- Assets scoped by creator + optionally experience
CREATE TABLE ugc_assets (
id UUID PRIMARY KEY,
creator_id UUID NOT NULL REFERENCES creators(id),
experience_id UUID REFERENCES experiences(id),
type TEXT NOT NULL,
storage_key TEXT NOT NULL,
status TEXT NOT NULL,
metadata_json JSONB NOT NULL DEFAULT '{}',
created_at TIMESTAMPTZ NOT NULL DEFAULT now()
);

ALTER TABLE ugc_assets ENABLE ROW LEVEL SECURITY;

CREATE POLICY ugc_assets_by_creator
ON ugc_assets
USING (creator_id::text = current_setting('app.current_creator_id', true));

AWS, Crunchy, and others show essentially the same pattern for SaaS multi‑tenancy with RLS and GUCs.848278

For creator consoles, you connect with a role that has SET app.current_creator_id and cannot change it; for platform admins, you use a different role without restrictive RLS (or with a broader policy).


Redis data structures for sessions and presence

Redis is ideal for hot, volatile state: sessions, presence, matchmaking indices. Guidance from Redis gaming material and recent talks boils down to hashes, sets, sorted sets, and streams.85868788

Recommended patterns:

  • Session state (per user / device):
    • Key: session:{session_id} → HASH with fields user_id, region, experience_id, instance_id, last_seen_ts.
    • TTL on key for expiry; also maintain user_sessions:{user_id} as a SET of active session ids.
  • Global presence and per‑experience online lists:
    • online_users (SET of user_id) or online_users:{region} for sharding.
    • experience:{experience_id}:players (SET of user_id) for “who’s in this experience now”.8785
  • Matchmaking indices:
    • mm:instances:{experience_id} as a SORTED SET keyed by instance_id with score = utilization or composite metric; value is instance_id.
    • Optional per‑region index: mm:instances:{experience_id}:{region} for fast regional matches.
  • Last‑seen / latency / heartbeats:
    • Use HASH instance:{instance_id}:stats with fields players, avg_rtt, cpu, etc., updated on heartbeat.
    • Optionally, maintain a time‑ordered STREAM instance:{instance_id}:events for debugging and replay.8987

Redis docs and gaming case studies explicitly recommend these structures (HASH/SET/ZSET/STREAM) for sessions, presence, ranking, and event logs.858789


Kafka / NATS partitioning for global matchmaking

You want low latency, key ordering per player/party, and regional isolation.

Kafka best practices:

  • Topics:
    • join_requests (player/party join intents)
    • instance_telemetry (load/health)
    • match_results (assignment events)9091
  • Partitioning strategy:
    • Partition by (region, experience_id) for join_requests so all join events for that region+experience land in the same subset of partitions, enabling localized matching while still allowing parallelism.9290
    • Partition instance_telemetry by region or instance_id to preserve per‑instance ordering but spread load across brokers.
    • For cross‑region party matchmaking, use party_id as the key so all operations for a party are ordered on one partition, even if members are cross‑region.9394
  • Latency tuning:
    • Keep partitions per topic moderate (dozens, not thousands) per region; design consumer groups so each matchmaking worker handles a subset of partitions.
    • Use lower linger.ms and batch.size for join topics to favor latency over throughput, as streaming guides suggest.9592

For NATS, the equivalent is subject naming and JetStream sharding:

  • Subjects like join.{region}.{experience_id} and instance.{region}.{instance_id}; place consumers (matchmakers) close to the relevant region.
  • Use JetStream replication and clustering across regions with carefully chosen replication factors to minimize cross‑ocean hops for hot topics.

Object store layout and lifecycle for assets

From UGC / metaverse papers and game infra practice, you want content‑addressability, versioning, and lifecycle rules.9697

Suggested S3/GCS layout:

  • Bucket structure:
    • ugc-assets/{creator_id}/{asset_id}/{version}/raw/{filename}
    • ugc-assets/{creator_id}/{asset_id}/{version}/processed/{platform}/{lod}/{file}
    • thumbnails/{asset_id}/{version}/{size}.jpg
    • experiences/{experience_id}/config/{version}.json
  • Versioning:
    • Asset versions tracked in DB (ugc_assets.version or separate ugc_asset_versions table) with storage_prefix pointing to {creator_id}/{asset_id}/{version}.
    • Keep current version pointer on ugc_assets for fast lookup; older versions used for rollback and audit.
  • Lifecycle policies:
    • Hot: processed assets and current thumbnails in standard storage.
    • Warm: older versions moved to infrequent access after N days.
    • Cold/Archived: very old, unused versions transitioned to archive class or deleted; keep metadata and moderation logs in DB/data lake.9899
  • CDN & cache:
    • Use CDN in front of object store, with cache keys aligned to asset_id/version so game clients can aggressively cache; invalidate via version bumps rather than in‑place edits.

UGC studies highlight content versioning and moderation traceability as critical; object‑store versioning plus DB metadata supports that.9710096


If you want that YAML‑plus‑SQL bundle, the next message can contain:

  • A values.yaml slice (Postgres, Redis, Kafka, Agones/Open Match, region labels).
  • Example GameServer/Fleet and MatchFunction manifests.
  • Full DDL (with RLS) for creators, experiences, ugc_assets, wallets, and creator_payouts, ready to paste into a migration. 101102103

Related

Show a YAML plus SQL bundle for Agones Open Match with Helm values.yaml Provide complete Postgres DDL with RLS for creator scoped tables Recommend tenancy model tradeoffs for UGC platforms at scale Example multi tenant Postgres schemas optimized for large assets Redis data structures and key patterns for session and presence

A shared‑table, RLS‑secured Postgres plus pooled Redis and Kafka is the right default tenancy model for Roblox‑style UGC at scale; YAML and SQL below are trimmed but copy‑pasteable into a real stack.104105


1. Tenancy model tradeoffs (UGC at scale)

  • Pooled DB + shared tables + RLS (recommended):
    • Pros: one cluster to operate; easy cross‑experience queries; works for millions of creators; good isolation if RLS done correctly.106104
    • Cons: heavy reliance on correct policy design; noisy‑neighbor workloads unless you shard/partition.
  • Schema‑per‑tenant:
    • Pros: simple conceptual isolation; easier data export/delete per tenant.
    • Cons: migrational pain (DDL across many schemas), connection bloat, weak fit for millions of small UGC creators.107108
  • DB‑per‑tenant:
    • Pros: strongest isolation; per‑tenant SLOs.
    • Cons: operationally infeasible for long‑tail UGC (too many tenants, very uneven load).

At Roblox‑like scale, use shared tables + RLS, and later add physical sharding by user id/region or creator id; keep assets in object storage, not Postgres rows.109104


2. Helm values.yaml slice + Agones/Open Match YAML

Minimal conceptual slice (you will adapt for your charts):

# values.yaml (excerpt)

global:
region: us-east1
imageRegistry: your-registry.io

postgres:
enabled: true
image: postgres:16
storageSize: 500Gi
resources:
requests:
cpu: "2"
memory: "8Gi"
limits:
cpu: "4"
memory: "16Gi"
auth:
username: ugc_app
database: ugc
rls:
enabled: true

redis:
enabled: true
image: redis:7
architecture: replication
master:
persistence:
enabled: true
size: 50Gi

kafka:
enabled: true
brokers: 3
defaultReplicationFactor: 3
topics:
- name: join_requests
partitions: 24
replicationFactor: 3
- name: instance_telemetry
partitions: 24
replicationFactor: 3
- name: match_results
partitions: 24
replicationFactor: 3

agones:
gameServer:
image: your-registry.io/game-server:latest
ports:
- name: default
port: 7777
protocol: UDP
resources:
requests:
cpu: "1"
memory: "2Gi"
limits:
cpu: "2"
memory: "4Gi"
health:
initialDelaySeconds: 10
periodSeconds: 5

openmatch:
enabled: true
core:
replicaCount: 3
matchFunction:
image: your-registry.io/match-function:latest

Example Agones/Open Match manifests (conceptual):

# gameserver-fleet.yaml
apiVersion: "agones.dev/v1"
kind: Fleet
metadata:
name: experience-a-fleet
spec:
replicas: 50
template:
metadata:
labels:
experience-id: "exp-a"
spec:
ports:
- name: default
port: 7777
protocol: UDP
template:
spec:
containers:
- name: game-server
image: your-registry.io/game-server:latest
env:
- name: EXPERIENCE_ID
value: "exp-a"

---
# open-match-profile.yaml
apiVersion: "openmatch.dev/v1alpha1"
kind: MatchProfile
metadata:
name: exp-a-eu
spec:
pools:
- name: exp-a-eu-pool
filters:
- attribute: experience_id
value: "exp-a"
- attribute: region
value: "eu-central"

These reflect typical Agones/Open Match deployments for Kubernetes‑native multiplayer game hosting.110111


3. Postgres DDL with RLS (creator‑scoped tables)

Basic pattern from Postgres multi‑tenancy/RLS references, adapted for UGC.104106107

-- Core creators/orgs
CREATE TABLE creators (
id UUID PRIMARY KEY,
name TEXT NOT NULL,
tier TEXT NOT NULL DEFAULT 'free',
created_at TIMESTAMPTZ NOT NULL DEFAULT now()
);

-- App must set this per connection for creator-console traffic:
-- SET app.current_creator_id = '<uuid>';

-- Experiences
CREATE TABLE experiences (
id UUID PRIMARY KEY,
creator_id UUID NOT NULL REFERENCES creators(id),
name TEXT NOT NULL,
description TEXT,
category TEXT NOT NULL,
config_json JSONB NOT NULL DEFAULT '{}',
status TEXT NOT NULL, -- draft/published/suspended
created_at TIMESTAMPTZ NOT NULL DEFAULT now(),
updated_at TIMESTAMPTZ NOT NULL DEFAULT now()
);

ALTER TABLE experiences ENABLE ROW LEVEL SECURITY;

CREATE POLICY experiences_isolation
ON experiences
USING (
creator_id::text = current_setting('app.current_creator_id', true)
);

-- UGC assets (models, scripts, audio, etc.)
CREATE TABLE ugc_assets (
id UUID PRIMARY KEY,
creator_id UUID NOT NULL REFERENCES creators(id),
experience_id UUID REFERENCES experiences(id),
type TEXT NOT NULL, -- MODEL/SCRIPT/AUDIO/IMAGE/AVATAR_ITEM
storage_key TEXT NOT NULL,
version INT NOT NULL DEFAULT 1,
status TEXT NOT NULL, -- pending/approved/rejected/removed
metadata_json JSONB NOT NULL DEFAULT '{}',
created_at TIMESTAMPTZ NOT NULL DEFAULT now(),
updated_at TIMESTAMPTZ NOT NULL DEFAULT now()
);

ALTER TABLE ugc_assets ENABLE ROW LEVEL SECURITY;

CREATE POLICY ugc_assets_isolation
ON ugc_assets
USING (
creator_id::text = current_setting('app.current_creator_id', true)
);

-- Wallets: per user or per creator, shared-table ledger
CREATE TABLE wallets (
id UUID PRIMARY KEY,
owner_type TEXT NOT NULL, -- USER/CREATOR/PLATFORM
owner_id UUID NOT NULL,
currency TEXT NOT NULL, -- ROBUX etc.
balance BIGINT NOT NULL DEFAULT 0,
created_at TIMESTAMPTZ NOT NULL DEFAULT now(),
updated_at TIMESTAMPTZ NOT NULL DEFAULT now()
);

CREATE INDEX wallets_owner_idx ON wallets (owner_type, owner_id);

-- Optional: RLS for creator-owned wallets only
ALTER TABLE wallets ENABLE ROW LEVEL SECURITY;

CREATE POLICY wallets_creator_isolation
ON wallets
USING (
owner_type <> 'CREATOR'
OR owner_id::text = current_setting('app.current_creator_id', true)
);

-- Creator payouts
CREATE TABLE creator_payouts (
id UUID PRIMARY KEY,
creator_id UUID NOT NULL REFERENCES creators(id),
period_start DATE NOT NULL,
period_end DATE NOT NULL,
gross_earnings BIGINT NOT NULL,
platform_fee BIGINT NOT NULL,
net_payout BIGINT NOT NULL,
payout_currency TEXT NOT NULL,
status TEXT NOT NULL, -- pending/in_progress/completed/failed
created_at TIMESTAMPTZ NOT NULL DEFAULT now(),
updated_at TIMESTAMPTZ NOT NULL DEFAULT now()
);

ALTER TABLE creator_payouts ENABLE ROW LEVEL SECURITY;

CREATE POLICY creator_payouts_isolation
ON creator_payouts
USING (
creator_id::text = current_setting('app.current_creator_id', true)
);

This is directly aligned with recommended RLS‑for‑tenants techniques in recent Postgres articles.105112113


4. Multi‑tenant schemas for large assets

For large assets, keep binary in object storage and metadata in Postgres.114115

  • Keep ugc_assets light: ids, type, storage_key, status, JSON metadata, creator/experience keys.
  • Use a separate table for “asset versions” if you expect many versions:
CREATE TABLE ugc_asset_versions (
id UUID PRIMARY KEY,
asset_id UUID NOT NULL REFERENCES ugc_assets(id),
version INT NOT NULL,
storage_key TEXT NOT NULL, -- points to object store prefix
size_bytes BIGINT NOT NULL,
checksum TEXT,
created_at TIMESTAMPTZ NOT NULL DEFAULT now()
);

CREATE INDEX ugc_asset_versions_asset_idx
ON ugc_asset_versions (asset_id, version DESC);

RLS can either be on ugc_assets only (join for checks) or duplicated on this table using asset_id join in the policy predicate, depending on how strict you want to be.


5. Redis data structures and key patterns (session & presence)

From Redis gaming docs and examples, the following patterns are standard.116117118

  • Session key:
    • session:{session_id} → HASH:
      • user_id, region, experience_id, instance_id, last_seen_ts
    • TTL set to session expiry.
  • User → sessions:
    • user_sessions:{user_id} → SET of session_ids.
  • Global/region presence:
    • online_users (SET of user_id) for global; or online_users:{region} for sharded presence.116
  • Experience presence:
    • exp:{experience_id}:players → SET of user_id.
    • inst:{instance_id}:players → SET of user_id.
  • Matchmaking indices:
    • mm:instances:{experience_id} → SORTED SET of instance_id with score = utilization or composite metric.
    • Optional: mm:instances:{experience_id}:{region} for regional routing.
  • Heartbeats / stats:
    • inst:{instance_id}:stats → HASH with players, avg_rtt_ms, cpu, mem.
    • Optionally a STREAM inst:{instance_id}:events for ordered event log.

These structures align with Redis guidance on gaming (leaderboards, sessions, pub/sub, streams).117118116


If you want to iterate further, next step could be: “Show a complete matchmaking-service design (REST + Kafka + Redis) with pseudo‑code for match loops and how it interacts with Open Match / Agones.”

Footnotes

  1. https://www.strategicmarketresearch.com/market-report/metaverse-market 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16

  2. https://ir.roblox.com/overview/default.aspx 2

  3. https://devforum.roblox.com/t/explaining-roblox-to-non-roblox-users/644352 2 3

  4. https://corp.roblox.com/pdf/2024-us-economic-report-en 2 3 4 5 6

  5. https://www.takeaway-reality.com/post/roblox-demographics-statistics

  6. https://www.adjust.com/glossary/user-generated-content/ 2 3

  7. https://www.linkedin.com/posts/jay-soni-betavoid_metaverse-virtualreality-digitalcommunity-activity-7395340556861632512-V6Ad 2 3

  8. https://www.statista.com/outlook/amo/metaverse/metaverse-gaming/worldwide 2 3 4 5

  9. https://ir.roblox.com/news/news-details/2025/Roblox-Reports-Second-Quarter-2025-Financial-Results/default.aspx 2

  10. https://gam3s.gg/news/user-generated-content-gaming-web3/ 2 3

  11. https://www.kavout.com/market-lens/unlocking-the-future-of-metaverse-a-comparative-analysis-of-roblox-rblx-meta-meta-and-unity-u 2 3 4

  12. https://www.sciencedirect.com/science/article/abs/pii/S187595212400065X

  13. https://devforum.roblox.com/t/so-how-do-you-create-in-experience-ugc/2660028

  14. https://en.help.roblox.com/hc/en-us/articles/4415545981332-Roblox-Dictionary

  15. https://roblox.fandom.com/wiki/User-generated_content

  16. https://www.youtube.com/watch?v=89biTz3xa_4

  17. https://www.reddit.com/r/roblox/comments/y7u7bz/what_does_ugc_mean/

  18. https://ir.roblox.com/financials/quarterly-results/default.aspx

  19. https://www.coursera.org/articles/metaverse-gaming

  20. https://www.linkedin.com/posts/myfacear_ugc-in-roblox-what-it-is-and-why-it-works-activity-7359502154425946112-NFjs

  21. https://platforms.substack.com/p/from-railroads-to-roblox-designing 2 3 4 5 6 7 8 9 10

  22. https://corp.roblox.com/newsroom/2023/10/inside-tech-solving-matchmaking-roblox 2 3 4 5 6

  23. https://arxiv.org/html/2412.13743v1 2 3 4 5 6 7 8

  24. https://www.sciencedirect.com/science/article/abs/pii/S187595212400065X 2 3 4

  25. https://corp.roblox.com/newsroom/2025/07/roblox-ai-moderation-massive-scale 2 3 4 5 6 7 8

  26. https://ir.roblox.com/overview/default.aspx 2

  27. https://create.roblox.com/docs/projects/server-authority 2 3 4

  28. https://reelmind.ai/blog/roblox-server-sided-script-game-development-insights 2

  29. https://corp.roblox.com/pdf/2024-us-economic-report-en 2 3 4

  30. https://faculty.washington.edu/weicaics/paper/papers/HaihanDHZHC2022.pdf 2 3 4

  31. https://arxiv.org/pdf/2302.01125.pdf 2 3 4 5 6 7 8 9 10

  32. https://papers.ssrn.com/sol3/papers.cfm?abstract_id=3548617 2 3 4

  33. https://compendiumpaperasia.com/index.php/cpa/article/download/400/217 2 3 4

  34. https://www.sciencedirect.com/science/article/pii/S0278612524001134

  35. https://devforum.roblox.com/t/matchmaking-system-tutorial/1366126

  36. https://dl.acm.org/doi/10.1145/3161570

  37. https://ir.roblox.com/news/news-details/2025/Roblox-Reports-Second-Quarter-2025-Financial-Results/default.aspx

  38. https://www.takeaway-reality.com/post/roblox-demographics-statistics 2 3

  39. https://www.linkedin.com/posts/jay-soni-betavoid_metaverse-virtualreality-digitalcommunity-activity-7395340556861632512-V6Ad 2

  40. https://www.kavout.com/market-lens/unlocking-the-future-of-metaverse-a-comparative-analysis-of-roblox-rblx-meta-meta-and-unity-u 2

  41. https://www.statista.com/outlook/amo/metaverse/metaverse-gaming/worldwide 2

  42. https://gam3s.gg/news/user-generated-content-gaming-web3/

  43. https://ijsra.net/sites/default/files/IJSRA-2024-0808.pdf

  44. https://devforum.roblox.com/t/server-authority-studio-beta-insights-from-engineers/4139321

  45. https://www.systemdesignhandbook.com/guides/roblox-system-design-interview/

  46. https://www.interviewquery.com/interview-guides/roblox-software-engineer

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  58. https://airbyte.com/data-engineering-resources/kafka-vs-pubsub

  59. https://compendiumpaperasia.com/index.php/cpa/article/download/400/217

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  63. https://www.reddit.com/r/gamedev/comments/1hotlvr/whats_the_best_way_to_handle_server/

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  66. https://dzone.com/articles/kafka-event-driven-ecommerce-migration 2 3 4

  67. https://platforms.substack.com/p/from-railroads-to-roblox-designing

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  69. https://dl.acm.org/doi/10.1145/3161570

  70. https://faculty.washington.edu/weicaics/paper/papers/HaihanDHZHC2022.pdf 2

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  72. https://papers.ssrn.com/sol3/papers.cfm?abstract_id=3548617

  73. https://securityboulevard.com/2022/07/defending-the-edge-data-center/

  74. https://www.youtube.com/watch?v=PL32sjbKJTQ

  75. https://gbc-engineers.de/news/data-center-design-and-implementation

  76. https://blog.devgenius.io/what-i-learned-from-trying-agones-577f93193419

  77. https://www.redhat.com/en/blog/kubernetes-the-video-game

  78. https://aws.amazon.com/blogs/database/multi-tenant-data-isolation-with-postgresql-row-level-security/ 2 3 4

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  80. https://www.openspaceservices.com/blog/postgre-sql 2

  81. https://dev.to/yugabyte/postgresql-row-level-security-with-an-array-of-tenants-2136

  82. https://blog.logto.io/implement-multi-tenancy 2

  83. https://ricofritzsche.me/mastering-postgresql-row-level-security-rls-for-rock-solid-multi-tenancy/

  84. https://www.crunchydata.com/blog/row-level-security-for-tenants-in-postgres

  85. https://redis.io/industries/gaming/ 2 3

  86. https://aws.amazon.com/awstv/watch/d4e6f06c786/

  87. https://dev.to/ntanwir10/real-time-ai-dungeon-master-multiplayer-storytelling-with-redis-8-streams-pubsub-redisjson-j32 2 3 4

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  109. https://www.sciencedirect.com/science/article/pii/S0278612524001134

  110. https://aws.amazon.com/blogs/gametech/developers-guide-to-operate-game-servers-on-kubernetes-part-2/

  111. https://pacoxu.wordpress.com/2025/12/09/agones-kubernetes-native-game-server-hosting/

  112. https://www.crunchydata.com/blog/row-level-security-for-tenants-in-postgres

  113. https://ricofritzsche.me/mastering-postgresql-row-level-security-rls-for-rock-solid-multi-tenancy/

  114. https://arxiv.org/html/2412.13743v1

  115. https://arxiv.org/pdf/2302.01125.pdf

  116. https://redis.io/industries/gaming/ 2 3

  117. https://redis.io/docs/latest/develop/data-types/ 2

  118. https://dev.to/ntanwir10/real-time-ai-dungeon-master-multiplayer-storytelling-with-redis-8-streams-pubsub-redisjson-j32 2