Network of studios and providers
1) Network roles and topologies
Studios - create games (client, mathematics, art, sounds), lead live studios or streaming.
RGS (Remote Game Server) - hosts math/rounds/jackpot pools, exposes API.
Aggregators/hubs - unified integration to dozens of RGS/studios, catalog, billing, promotional tools.
Operators/brands - showcase, payments, KYC/AML, responsible games, support.
Certification Laboratories - RNG/Mathematics Tests, Market Fit.
1. Studio → RGS → Operator (direct integration).
2. Studio → RGS → Aggregator → Operator (scale and single contract).
3. Live studio → Media stream → Operator (low latency, many cameras).
4. White-label RGS (core aggregator + studio skins).
2) Game life cycle and artifacts
1. Design/mathematics → simulations, volatility, RTP profiles.
2. Implementation → client (WebGL/Canvas), server (rounds, RNG), protocol.
3. QA/certification → round protocols, RNG tests, jurisdictions, responsible games.
4. Cataloging → metadata (genre, lines, features, volatility, languages, devices).
5. Release/distribution → rollout-by region, A/B, limits.
6. Operation → telemetry, calculations, jackpot balance, content rotation.
7. Removal/updates → deprecate, RTP migration, compliance changes.
yaml game_id: "studioX:fire-temple"
version: "1.3.2"
rgs: "rgs-alpha"
genres: ["slot","bonus-buy"]
volatility: "high"
rtp_profiles:
- { market: "EU", value: 96.2 }
- { market: "DE", value: 94.0 }
localization: { languages: ["en","de","tr","es"], currencies: ["EUR","USD","TRY"] }
jurisdictions: ["MGA","UKGC","RO","ES"]
devices: ["mobile","desktop"]
promos: ["freespins","tournaments","missions"]
media: { poster: "cdn://.../poster.webp", sprites: "cdn://.../assets.bin" }
3) Data contracts and catalogs
3. 1 Provider directory (minimum fields)
yaml catalog.item.v1:
game_id: string title: string studio: string rgs: string tags: [string] # "jackpot","crash","megaways","hold&win"
volatility: low med high extreme rtp_profiles: [{market:string, value:float}]
jurisdictions: [string]
devices: [string]
release_date: date deprecates: [game_id]
3. 2 Round events and calculations
json
{
"event_id": "uuid",
"type": "round.settled.v1",
"occurred_at_utc": "2025-10-31T12:01:02Z",
"operator_id": "op-42",
"brand_id": "brand-1",
"rgs": "rgs-alpha",
"game_id": "studioX:fire-temple",
"round_id": "r-789",
"user_pseudo_id": "u-...",
"bet": 1.00,
"win": 0.00,
"currency": "EUR",
"jackpot": {"contrib": 0.01, "payout": 0.00},
"signature": "ed25519:..."
}
3. 3 Wallet/Session API (field ideas)
`authorizeBet(round_id, amount)` / `commitRound(round_id, delta)` / `rollbackRound(round_id)`
'createSession (user_id, game_id, region, currency) '→ token, limits, RTP profile.
Idempotency: 'Idempotency-Key = round_id + step'.
4) Integration patterns
iFrame/Remote UI - fast go-live, RGS manages the client; attention to sandbox/policies.
Native Embed/SDK - deeper UX control, offline cache, stricter compatibility.
Wallet API - atomic debit/credit, protection against double wiring, safe-state.
Session API - RG features (limits, reality check), geo/age gates, deactivation.
Eventing/Webhooks — `round. started/settled ', promo events, jackpots, tournaments.
Promotions API - missions, competition tables, freespins, bonus bays (limits and compliance).
Live Casino/Streaming - WebRTC/HLS/DASH, bet synchronization, multi-camera layouts.
python def commit_round(req):
if seen(req.round_id): return 200 # идемпотентно lock(req.user_id)
try:
wallet.apply(req.delta) # атомарно mark_seen(req.round_id)
finally: unlock(req.user_id)
5) Promotional tools and metagame
Jackpots: local/network, fix/progressive, levels (mini/midi/mega), isolation of pools by market.
Tournaments/missions: game events → points → leaderboards, anti-abuse, prize pools.
Freespins/bonus codes: budget, term, game/studio binding, attribution.
Feature flags: inclusion of'bonus-buy', autorotation of the RTP profile by market.
yaml promo.id: "tournament-2025w44"
games: ["studioX:","studioY:volcano-"]
budget: "€50k"
prizes: [{rank:1, amount:"€10k"}, {rank:2, amount:"€5k"}]
fairness: { anti_bot: true, per_user_cap: 1000 }
jurisdictions: ["EU","TR"]
6) Compliance, RTP and Certification
RNG/Math: independent verification, test protocols, seed/entropy control.
RTP variants by market: fix profiles and their application windows, mandatory sampling reports.
Responsible play: deposit/bet/time limits, reality check, self-exclusion, age gates.
Jurisdictions/licenses: geo-pinning of assets/servers, permitted mechanics (for example, a ban on "autoplay" in some countries).
Reporting: round tables, anomalies (variance vs expected), audit logs.
rego package rtp.policy deny["RTP profile mismatch"] {
input.market == "DE"
input.game.rtp_profile.value > 94.0
}
7) Observability and SLO content
SLI: `game_start_success`, `round_settle_success`, `p95 game_load`, `client_error_rate`, `round_latency`.
SLO: per-game, per-provider, per-market; separate windows for live games (stricter in latency).
Telemetry: end-to-end 'trace _ id', round logs (without PD), stream metrics (bitrate, buffering).
"Slow success" is a separate metric: long loads → falling ARPU.
Catalog dashboards: disposal by title, share-of-wallet, player fatigue, seasonality.
yaml gate: content-release checks:
- p95_game_load < 2500ms
- round_settle_success >= 99.95% (24h)
- client_error_rate < 0.5%
on_fail: block
8) Calculations and reconciliation
Settlement model: Gross vs Net, taxes, platform fees, jackpot funds.
Revenue attribution: per-round, per-game, per-studio, per-market.
Registers: immutable logs'round. settled ', signatures, butch hashes (WORM/immutability).
Reconciliations: two-way reports of the provider and the operator, dedup by 'round _ id', ε - access.
Chargeback/adjustments: windows and causes (fraud, network failures, canceled rounds).
sql
SELECT a.round_id
FROM provider_rounds a
LEFT JOIN operator_rounds b ON a.round_id = b.round_id
WHERE a.ts BETWEEN:from AND:to AND b.round_id IS NULL;
9) Delivery performance
CDN for assets: version, prefetch, sprite packing, compression, WebP/AVIF.
Mobile rendering: adaptive textures/shaders, FPS guarantees.
Crash titles/live games: WebSocket/WebRTC, traffic priority, edge nodes, jitter buffers.
Failover: alternative CDN/media, degradation with honor (low quality → tournament pause).
10) Safety and integrity
Signature of artifacts and manifests (supply-chain, SLSA/SBOM), client integrity control.
Anti-tamper: client obfuscation, environment check (root/jailbreak, emulators).
Anti-bot and collusion: device/behavioral signatures, limits on suspicious patterns.
Secrets: KMS, short-lived narrow scoop tokens, jackpot key protection.
Privacy: pseudonymization of 'user _ pseudo _ id', prohibition of PD in round logs, TTL.
11) Portfolio Management: Storefronts and Recommendations
Rotations/pins: fresh releases, local taste, seasonal themes.
Recommendations: hybrid (top × personal), protection of the cold start of studios.
A/B tests: position of the tile set, poster size, "noise level" of banners.
Content quality: Rating on retention, long tail and complaints.
python score = 0.4retention_w4 + 0.3net_rev_per_1000 + 0.2quality_reviews - 0.1error_rate
12) Playbooks and teachings
12. 1 "Provider breakdown"
1. Auto-removal of traffic to problem titles →
2. Display/ → Support
3. Enable alternatives/clones →
4. Post-incident: SLA credit, version updates.
12. 2 "Change RTP profile"
1. Apply flag by market →
2. Announcement and migration window →
3. Control of reporting and complaints →
4. Update game passports.
12. 3 "Divergence of rounds"
1. Freeze settlements for → range
2. Re-drive from outbox provider →
3. Diff/patch, general act, defrost.
13) Network maturity metrics
Coverage: share of markets/genres with ≥X active titles.
Freshness: Median days since release in top N listings
Reliability: SLO pass-rate providers (month/quarter).
Fair-share: variance of turnover by studios with equal quality.
Promo-lift: ∆ARPU/retention on promotional campaigns.
Recon-health: rate of variance closure, remaining ε.
14) Anti-patterns
"One RTP/one math for all markets" → regulatory risks.
Logs of rounds with PD → privacy violation.
Synchronous long hot RGS calls → a cascade of timeouts.
Lack of idempotency - double write-offs.
No WORM register of rounds - disputes and payout blocks.
Hard vendor-locin aggregator - lack of exit-plan and second-source.
"Giant Release Pack" without canaries and rollback.
15) Architect checklist
1. Is there a passport (version, RTP profiles, jurisdictions, devices) for each game?
2. Are the catalog and events standardized, versions and compatibility windows locked?
3. Wallet/Session/APIs are idempotent; have rollback rounds and safe-state?
4. Are promotional tools (jackpots/tournaments/freespins) integrated and limited?
5. SLI/SLO per-provider/game/market set up; is there external synthetics?
6. Calculations: round-by-round, WORM-log, signatures, reconciliation with ε-tolerance?
7. Security: artifact signature, anti-tamper, anti-bot, KMS/key rotation?
8. Compliance: RTP options, mechanical bans, RG features, geo-pinning assets?
9. Performance: CDN/edge, WebSocket/WebRTC, stream fallback?
10. Playbooks: provider breakdown, RTP change, round discrepancy - checked and rehearsed?
11. Exit plan: alternative aggregators/RGS, catalog migration, dry exit?
Conclusion
A network of studios and providers is a collection of protocols, catalogs and commitments, not just a list of integrations. When there are event standards and APIs, the passport of each game, transparent calculations, SLO/compliance, strong delivery and security, content scales predictably: releases come out quickly, players get stable quality, and the ecosystem - sustainable growth without regulatory and operational surprises.