When using USD pricing, instead of setting up prices for virtual currency packs, the game publisher sets up pre-defined prices in USD for UGC. This could be a single price, or offer several options (for example a piece of UGC could be sold for $2, $4, or $8). Creators will then be picking up one of these pre-defined USD prices for their content when submitting it for the marketplace, instead of setting up a price in virtual currency. These prices will be automatically converted to their equivalent in local currencies on first party platforms.
From the player's perspective, when acquiring premium UGC, they’ll see the price displayed in USD or equivalent in local currency, and their transaction will be processed without mentioning virtual currency. Virtual currency will however still be used in the background to process the transaction, and the creator will earn Creator Credits that they can then withdraw as USD from their wallet.
Effectively, a purchase of premium UGC will trigger two transactions; one to purchase virtual currency for a value equivalent to the price in USD (where platform & mod.io’s fees apply, and a virtual currency transaction distributing the currency according to the revenue split defined by the publisher. This process will be invisible to the player which will just see the processing of their USD transaction and acquisition of their content.
The same purchase workflow and fees apply for transactions whether the marketplace is set up with virtual currency or USD / fiat currency pricing. It’s important to note that the revenue split set by the publisher only applies for the second part of the transaction, after platform & mod.io fees have been applied.