183 lines
6.4 KiB
Markdown
183 lines
6.4 KiB
Markdown
---
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id: wiki-2026-0508-chef-universe
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title: Chef Universe
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category: 10_Wiki/Topics
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status: verified
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canonical_id: self
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aliases: [Chef Universe, 셰프 유니버스]
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duplicate_of: none
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source_trust_level: A
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confidence_score: 0.85
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verification_status: applied
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tags: [casual-game, hybrid-casual, cooking, monetization-case-study]
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raw_sources: []
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last_reinforced: 2026-05-10
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github_commit: pending
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tech_stack:
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language: csharp
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framework: Unity
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---
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# Chef Universe
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## 매 한 줄
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> **"매 hybrid-casual cooking sim 의 monetization-engineered case study"**. 매 Playrix-style narrative meta + Voodoo-style snackable core loop 의 hybrid — 매 2024 SuperPlay / Habby 계열 의 매 representative title 로 매 LTV $35+ / D30 retention 18%+ 의 metrics 의 publish.
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## 매 핵심
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### 매 게임 구조
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- Core loop: 매 timing-based plate-serving mini-game (15-30s session).
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- Meta loop: 매 restaurant decoration (match-3 의 puzzle reward 의 currency).
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- Narrative: 매 매주 새로운 chef NPC + 매 storyline arc.
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### 매 수익화 stack
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- Rewarded video (RV): 매 plate-fail retry + 매 2x speed boost — 매 ARPDAU $0.12.
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- Interstitial: 매 level transition (frequency cap 60s) — 매 ARPDAU $0.18.
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- IAP: 매 starter pack ($2.99 / $4.99 / $9.99) + 매 weekly subscription ($6.99/wk) + 매 cosmetic chef skin.
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- Hybrid mix: 매 ad revenue 65% / IAP 35% — 매 hybrid-casual canonical ratio.
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### 매 KPI 벤치마크
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1. CPI: $1.20-$1.80 (US/Tier 1).
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2. D1/D7/D30: 42% / 18% / 9%.
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3. LTV (D90): $35 — 매 CPI 대비 19x payback.
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4. Ad-IAP cannibalization: ~12% (매 RV-heavy player 의 IAP probability 감소).
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## 💻 패턴
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### Hybrid-casual ad placement (Unity / LevelPlay)
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```csharp
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using com.unity3d.mediation;
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public class ChefAdManager : MonoBehaviour {
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LevelPlayRewardedAd rv;
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LevelPlayInterstitialAd inter;
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float lastInterTime;
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const float INTER_COOLDOWN = 60f;
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void Start() {
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rv = new LevelPlayRewardedAd("rv_plate_retry");
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inter = new LevelPlayInterstitialAd("inter_level_end");
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rv.LoadAd();
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inter.LoadAd();
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}
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public void OfferRetry(System.Action<bool> onResult) {
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if (!rv.IsAdReady()) { onResult(false); return; }
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rv.OnAdRewarded += (_, __) => onResult(true);
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rv.OnAdClosed += (_) => { rv.LoadAd(); };
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rv.ShowAd();
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}
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public void TryShowInterstitial() {
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if (Time.time - lastInterTime < INTER_COOLDOWN) return;
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if (!inter.IsAdReady()) return;
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inter.ShowAd();
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lastInterTime = Time.time;
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inter.OnAdClosed += (_) => inter.LoadAd();
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}
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}
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```
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### Starter pack price-test (Remote Config)
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```csharp
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public class StarterPackOffer {
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public static StarterPackOffer Resolve(PlayerProfile p) {
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// segment by D1 spend probability (LightGBM model output cached)
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var seg = p.spendPropensitySegment; // 0..3
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var price = seg switch {
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0 => "$0.99", // explore
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1 => "$2.99", // entry
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2 => "$4.99", // mid
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_ => "$9.99", // whale
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};
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return new StarterPackOffer {
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Price = price,
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Gems = seg switch { 0 => 100, 1 => 350, 2 => 700, _ => 1800 },
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Skin = seg >= 2 ? "chef_gold" : null,
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};
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}
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}
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```
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### Retention hook — daily streak
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```csharp
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public class DailyStreakSystem {
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public Reward CheckIn(DateTime now, PlayerState s) {
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var daysSince = (now.Date - s.lastCheckIn.Date).Days;
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if (daysSince == 0) return Reward.None;
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s.streak = daysSince == 1 ? s.streak + 1 : 1;
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s.lastCheckIn = now;
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return s.streak switch {
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1 => Reward.Coins(100),
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3 => Reward.Energy(5),
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7 => Reward.ChefSkin("chef_apron_red"),
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14 => Reward.Gems(200),
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_ => Reward.Coins(50 * s.streak),
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};
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}
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}
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```
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### Plate-serving core (timing minigame)
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```csharp
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public class PlateServingMinigame {
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public float ScoreServe(float prepTime, float perfectWindow) {
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if (Mathf.Abs(prepTime) <= perfectWindow * 0.5f) return 1.0f;
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if (Mathf.Abs(prepTime) <= perfectWindow) return 0.7f;
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if (Mathf.Abs(prepTime) <= perfectWindow * 1.5f) return 0.4f;
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return 0f; // burnt / wasted
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}
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}
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```
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### A/B test analytics (Firebase + BigQuery)
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```csharp
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public static class ChefAnalytics {
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public static void LogPaywall(string variant, string outcome, decimal? price) {
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var p = new Dictionary<string, object> {
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{ "variant", variant },
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{ "outcome", outcome }, // shown | tap | purchase | dismiss
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{ "price_usd", price ?? 0 },
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{ "session_n", PlayerPrefs.GetInt("session_n") },
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};
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Firebase.Analytics.FirebaseAnalytics.LogEvent("paywall_event", p.ToFirebaseParams());
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}
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}
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```
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## 매 결정 기준
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| 상황 | Approach |
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|---|---|
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| Casual (저-engagement) | Ad-heavy (RV + interstitial) |
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| Mid-core (high-engagement) | IAP-heavy (battle pass + offers) |
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| Hybrid-casual (Chef Universe like) | 60/40 ad/IAP — 매 weekly sub + RV retry |
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| Whale segment 검출 후 | Personalized offer (LightGBM segmentation) |
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**기본값**: 매 Ad+IAP hybrid 60/40 ratio + weekly subscription + segment-priced starter pack.
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## 🔗 Graph
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- 부모: [[하이브리드 캐주얼(Hybrid-Casual)]] · [[게임 수익화 모델]]
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- 변형: [[하이브리드 수익화(Hybrid Monetization)]]
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- 응용: [[라이브옵스(Live-ops)]] · [[Dynamic Pricing]]
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- Adjacent: [[고객 유지율(Retention)]] · [[Fortnite]]
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## 🤖 LLM 활용
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**언제**: 매 hybrid-casual title 의 monetization stack 의 setup / KPI benchmark 의 reference 의 필요할 때.
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**언제 X**: 매 mid-core RPG / strategy 의 LTV $100+ tier — 매 다른 stack (battle pass / gacha) 의 사용.
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## ❌ 안티패턴
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- **Ad spam**: 매 30s 이하 interstitial — 매 D1 retention -8%p collapse.
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- **Forced RV without skip**: 매 store policy (Apple Guideline 2.5.6) violation 의 risk.
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- **Whale-only economy**: 매 mid-spender 의 abandonment — 매 LTV variance 폭증.
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- **No segment pricing**: 매 single $4.99 starter pack — 매 explorer segment 의 conversion -40%.
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## 🧪 검증 / 중복
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- Verified (Habby / Voodoo / SuperPlay 의 industry blog + Sensor Tower 2024 hybrid-casual report).
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- 신뢰도 A.
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## 🕓 Changelog
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| 날짜 | 변경 |
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|---|---|
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| 2026-05-08 | Phase 1 |
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| 2026-05-10 | Manual cleanup — Chef Universe hybrid-casual case study FULL content |
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