Attend Onboarding Guide
A self-contained guide to how Attend works — the business, the products, and the ticketing architecture underneath. No prior context needed.
Who this is for
Anyone on the Attend team (especially engineers) who wants the full picture of how the business and ticketing architecture fit together.
What you'll understand by the end
- What Attend is and what it does.
- The league → team → client structure, and the ticketing vendors Attend plugs into.
- Attend's products — Flex, Premium, Pass, Flow — and the problem each one solves.
- How ticketing really works under the hood: section/row/seat, class / price / ticket-type codes, and how a seat gets priced and sold.
How to use this guide
The guide is organized by what you're trying to do:
- New to Attend? Read the Concepts chapters in order — each builds on the one before, moving from the business, down into the ticketing machinery, up into how a real program gets configured, and finally into the backend that powers it all. Most chapters are a 5–10 minute read with a diagram and a worked example — about 2.5 hours end to end. We follow one running example — the Golden State Warriors — throughout, so the ideas compound instead of resetting.
- Want a paced, hands-on deep dive? Follow the Learning Path — a ~5–6 day sequence that pairs the chapters with live traces through a running stack.
- Looking something up? Go to Reference — the glossary, entity & table descriptions, and the pricing / cart / add-on lookup tables live there.
- Trying to do something? Check the How-to Guides (run the stack locally, onboard a new team, debug wrong pricing, configure an overflow add-on, write schema-safe code), and the Tutorials — set up your own sandbox team then trace a purchase end-to-end.
Chapters
Part 1 — The Business (how Attend works as a company)
- What Attend Is
- The Hierarchy — Leagues, Teams & Clients
- The Ticketing Vendors — who actually owns the seats
- The Products — Flex, Premium, Pass, Flow
- How a Product Gets Set Up
Part 2 — The Ticketing Machinery (how ticketing actually works under the hood)
- Ticketing Fundamentals — Section, Row & Seat
- Access & Price — Class Name, Price Code, Ticket Type Code
- How Pricing Really Works — "discount" is just a price
- Selling a Seat — carts, holds & dummy events
- Money Flow — who charges, who gets paid
Part 3 — Configuring a Flex Program (how a team builds an actual program on top of the machinery)
- Suites — real seats sold as one block
- The Flex Program — BYO, Game Packs & Tiers
- Events & Venues
- Who Gets In — Gating & Account Groups
- Account Credit & Ledgers
Part 4 — Inside the Flex Backend (how the model above is actually built)
- Programs in Practice — one active, many published
- Building Inventory — from vendor API to tables
- Snapshots & the Config Layers
- Suites, Continued — types & partial sales
- Venues, Maps & the Supporting Cast
- Pricing Rules — one big filter
- Cart & Checkout — the cart that mirrors the vendor
- Add-ons — anything can be sold
- Inside the Cart — holds, retries & self-healing
- The Two Ticketmasters — Host, Archtics & checkout
- Payment Plans — splitting big money
- Environments & Sandboxes — dev, prod & the vendor side
Reference
- Glossary
- Pricing · Cart & Orders · Add-on Types
- Entities & Tables — one page per domain
A note on jargon
Ticketing has a lot of it. Every term is explained the first time it appears, and there's a glossary at the end. You won't need to memorize anything — the important concepts come back again and again.
Diagrams are written in Mermaid, which GitHub renders automatically.