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