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.
| Dimension | Roblox | Fortnite (Epic) | Minecraft (Microsoft) | Game engines (Unity, Unreal) |
|---|---|---|---|---|
| Core product | UGC gaming & social platform with integrated tools and economy.14 | Live‑service game + creator ecosystem (UEFN, Creative).110 | Sandbox building game + UGC servers/marketplace.18 | Creation tools & runtimes, not consumer platform.111 |
| Main users | Players + hobbyist/pro creators publishing experiences.34 | Players of Fortnite + map creators.10 | Players, server operators, modders.18 | Professional devs shipping games/apps.11 |
| Monetization | Robux, virtual items, experience monetization, ads.69 | In‑game purchases, creator rev‑share, IP deals.110 | Game sales, realms, marketplace content.18 | Engine licenses, rev share, enterprise deals.111 |
| “Metaverse” role | Flagship youth‑focused metaverse platform.17 | Metaverse‑like events and UGC worlds in a shooter IP.17 | Proto‑metaverse sandbox, but less social‑hub‑centric.18 | Underlying 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.”
“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:
- 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.
- Services:
- Matchmaking & orchestration
- Services:
matchmaking-service,session-router,server-allocation-service. - Queues/streams:
- 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 emitjoin_assignmentevents tosession-router.3122
- Services:
- Simulation, physics, and game logic
- Services:
instance-manager,region-fleet-managerplus 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.
- Services:
- 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 viainventory-service.21- Periodic
creator_earningsaggregation → 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
- Services:
- 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, withowner_creator_idandexperience_scopefields; policy engine enforces where it can be instantiated.
- Catalog table keyed by
- Services:
- Trust, safety, and moderation
- 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_eventstopic → stored in a lakehouse and feature store.31
- Clickstream and gameplay events streamed via
- Use: Recommendations for “experiences you may like,” home feed, trending lists; optimized for overall “time in world,” not single‑title sales.3221
- Services:
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:
- Metaverse architecture:
- Platform economics & competition:
- “Platform Competition and User‑Generated Content” (SSRN; impact of platform dominance on UGC dynamics).32
- Roblox‑specific tech & moderation:
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.”
“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):
- Data plane (real‑time simulation):
- Data stores:
- Event fabric:
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:
- K8s: stateless Deployments, HPA on QPS; DB connections via pooled sidecar or PgBouncer.
Matchmaking & instance management
- Services:
matchmaking-service: consumesjoin_requestmessages, runs skill/latency/social/age logic, returns target instance or alloc request.6152session-router: takes assignment, returns connect token + server address.instance-registry: tracks running instances, capacity, latency, region, and experience id.
- Queues/topics (Kafka/PubSub/NATS):
- Pattern:
Simulation & physics (authoritative servers at the edge)
- Game servers:
- 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:
- Topics:
purchase_intents→purchase_approved/purchase_failedwallet_events(debit/credit)creator_earnings→ consumed bypayout-servicefor 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-servicewrites metadata row, object to S3‑compatible store → emitsugc_uploadtougc_pipeline.57 validation-workerconsumes, runs scanners and basic policy →conversion-workergenerates runtime formats (LODs, thumbnails, compressed audio).6557- Upon success,
ugc-catalog-servicemarks assetstatus='APPROVED'and emitsugc_approved.57
- Creator uploads →
- Moderation:
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_hashage_band(enum:<13,13-17,18+)country_codecreated_at,updated_at
sessions
id(UUID, PK)user_id(FK → users.id)device_idregion(string/enum)access_token_hashexpires_atcreated_at
profiles
user_id(PK, FK → users.id)display_nameavatar_asset_id(FK → ugc_assets.id)settings_jsonparental_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,slugdescriptioncategory(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)regionstatus(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)timestampcpu,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_idexperience_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_endgross_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,descriptionexperience_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
Design patterns & best practices (your related bullets)
- 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_idforeign 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.
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:
- Implementation pattern:
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 fieldsuser_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.
- Key:
- Global presence and per‑experience online lists:
- Matchmaking indices:
mm:instances:{experience_id}as a SORTED SET keyed byinstance_idwith score = utilization or composite metric; value isinstance_id.- Optional per‑region index:
mm:instances:{experience_id}:{region}for fast regional matches.
- Last‑seen / latency / heartbeats:
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:
- Partitioning strategy:
- Partition by
(region, experience_id)forjoin_requestsso all join events for that region+experience land in the same subset of partitions, enabling localized matching while still allowing parallelism.9290 - Partition
instance_telemetrybyregionorinstance_idto preserve per‑instance ordering but spread load across brokers. - For cross‑region party matchmaking, use
party_idas the key so all operations for a party are ordered on one partition, even if members are cross‑region.9394
- Partition by
- Latency tuning:
For NATS, the equivalent is subject naming and JetStream sharding:
- Subjects like
join.{region}.{experience_id}andinstance.{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}.jpgexperiences/{experience_id}/config/{version}.json
- Versioning:
- Asset versions tracked in DB (
ugc_assets.versionor separateugc_asset_versionstable) withstorage_prefixpointing to{creator_id}/{asset_id}/{version}. - Keep current version pointer on
ugc_assetsfor fast lookup; older versions used for rollback and audit.
- Asset versions tracked in DB (
- Lifecycle policies:
- CDN & cache:
- Use CDN in front of object store, with cache keys aligned to
asset_id/versionso game clients can aggressively cache; invalidate via version bumps rather than in‑place edits.
- Use CDN in front of object store, with cache keys aligned to
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.yamlslice (Postgres, Redis, Kafka, Agones/Open Match, region labels). - Example
GameServer/FleetandMatchFunctionmanifests. - Full DDL (with RLS) for
creators,experiences,ugc_assets,wallets, andcreator_payouts, ready to paste into a migration.
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):
- Schema‑per‑tenant:
- 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_assetslight: 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 ofsession_ids.
- Global/region presence:
online_users(SET ofuser_id) for global; oronline_users:{region}for sharded presence.116
- Experience presence:
exp:{experience_id}:players→ SET ofuser_id.inst:{instance_id}:players→ SET ofuser_id.
- Matchmaking indices:
mm:instances:{experience_id}→ SORTED SET ofinstance_idwith score = utilization or composite metric.- Optional:
mm:instances:{experience_id}:{region}for regional routing.
- Heartbeats / stats:
inst:{instance_id}:stats→ HASH withplayers,avg_rtt_ms,cpu,mem.- Optionally a STREAM
inst:{instance_id}:eventsfor 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.”