
🎮 Gaming · Sankey
Where a free-to-play mobile game's revenue comes from and where it goes: app stores, marketing, servers, team and profit.
Drawing diagram…
Sankey of 100 units of a mobile game's gross revenue from in-app purchases, ads and subscriptions (battle pass), split into app store fees, user acquisition marketing, servers and live ops, development team, and profit.
sankey-beta In-app Purchases,Gross Revenue,70 Ads,Gross Revenue,20 Battle Pass,Gross Revenue,10 Gross Revenue,App Store Fees,24 Gross Revenue,User Acquisition,30 Gross Revenue,Servers and Live Ops,8 Gross Revenue,Development Team,26 Gross Revenue,Profit,12
The backend for an online multiplayer game: player accounts, matchmaking, dedicated game servers, leaderboards and in-game purchases.
How a player gets into a match: joining the queue, skill-based matching, server allocation and connecting to the game server.
The states of an online match on a game server: lobby, loading, in progress, pauses, reconnects and results.
How match results turn into leaderboards and rankings: result events, anti-cheat checks, rating updates and cached leaderboards.
How an online game runs servers close to players worldwide: regional fleets, a global matchmaker, and central account and store services.
How an in-game purchase is completed safely: store purchase, receipt validation on the server, granting items and handling refunds.