---
category: Unified
tags: [category-index, game_design]
title: Game Design Directory
last_updated: 2026-05-02
---

# Game Design Directory

이 문서는 `Game_Design` 카테고리에 속한 모든 지식 문서들의 목록을 제공합니다.

## 📄 문서 목록
- [[4X 시스템 (4X System)]] : [[4X 시스템 (4X System)|4X 시스템 (4X System)]]
- [[Agency-in-Game-Design]] : [[Agency-in-Game-Design|Agency-in-Game-Design]] (게임 디자인에서의 에이전시)
- [[Alliances-and-Sector-Hegemony]] : 동맹 및 섹터 패권(Alliances and Sector Hegemony)
- [[Anti-Air-and-Anti-Ground-Combat]] : 대공 및 대지 전투(Anti-Air and Anti-Ground Combat)
- [[Arc-2-Technology]] : Arc 2 기술(Arc 2 Technology)
- [[Assault-Platoons]] : Assault Platoons
- [[Baiting-and-Combat-Controls]] : 유인 전술 및 전투 통제(Baiting and [[Combat Controls|Combat Controls]])
- [[Base-Layouts-and-Kill-Zones]] : 기지 레이아웃 및 킬 존([[Base Layouts|Base Layouts]] and Kill Zones)
- [[Behavioral Segmentation]] : [[Behavioral Segmentation|Behavioral Segmentation]]
- [[Beresnev Studio]] : [[Beresnev Studio|Beresnev Studio]]
- [[BioShock-Critique]] : [[BioShock-Critique|BioShock-Critique]] (바이오쇼크 비평)
- [[Biomechanics-of-Injury]] : [[Biomechanics-of-Injury|Biomechanics-of-Injury]] (부상 생체역학)
- [[Biomedical-Engineering]] : [[Biomedical-Engineering|Biomedical-Engineering]] (생체 의학 공학)
- [[CPI (Cost Per Install)]] : [[CPI (Cost Per Install)|CPI (Cost Per Install]]
- [[Capybara GO!]] : [[Capybara GO!|Capybara GO!]]
- [[Case-Study-Skybound-Red-Striker-Jitter-Stabilization]] : Case Study: Skybound Red Striker Movement Jitter Stabilization (사례 연구: Red Striker 이동 떨림 안정화)
- [[Clinical-Kinesiology-Assessment]] : [[Clinical-Kinesiology-Assessment|Clinical-Kinesiology-Assessment]] (임상 운동학 평가)
- [[Combat_Balance_Buff]] : 플레이어 전투 밸런스 상향
- [[Combinatorial Game Theory]] : Combinatorial-[[Game-Theory|Game-Theory]] (조합론적 게임 이론 CGT)
- [[Damage-Resistance-Platforms]] : 피해 저항 플랫폼(Damage Resistance Platforms)
- [[Data-Driven Personalization]] : [[Data-Driven Personalization|Data-Driven Personalization]]
- [[Dead-Space-Series]] : [[Dead-Space-Series|Dead-Space-Series]]
- [[Defense-Buildings]] : 방어 건물(Defense Buildings)
- [[Definitions_of_Game]] : [[Definitions_of_Game|Definitions_of_Game]] (게임의 정의)
- [[Descendants-Sector-Control]] : Descendants Sector Control
- [[Dynamic Offers]] : [[Dynamic Offers|Dynamic Offers]]
- [[EVE 온라인]] : [[EVE 온라인|EVE 온라인]]
- [[Economic-Analysis]] : [[Economic-Analysis|Economic-Analysis]]
- [[Evolution-of-the-War-Commander-Combat-Ecosystem]] : War Commander 전투 생태계 진화(Evolution of the War Commander Combat Ecosystem)
- [[Final Fantasy XV- A New Empire]] : [[Final Fantasy XV- A New Empire|Final Fantasy XV: A New Empire]]
- [[Fixed Time Step vs Variable Time Step]] : Fixed vs Variable Time Step (고정 및 가변 타임 스텝)
- [[Fluid-Dynamics for Games]] : Fluid Dynamics for Games (게임을 위한 유체 역학)
- [[Free-Repair-Strategy]] : Free Repair Strategy
- [[Free-Repair-Tactics]] : Free Repair Tactics
- [[Gacha Mechanics Analysis]] : Gacha Mechanics [[Analysis|Analysis]] (가챠 메커니즘 분석)
- [[Gait-Analysis-Laboratory]] : Gait Analysis Laboratory (보행 분석)
- [[Game-Balance-Design]] : Game Balance Design (게임 밸런스 디자인)
- [[Game-Balance-Modeling]] : Game Balance Modeling (게임 밸런스 모델링)
- [[Game-Design-Ontology]] : [[Game-Design-Ontology|Game-Design-Ontology]]
- [[Game-Feel-and-Juiciness]] : [[Game-Feel-and-Juiciness|Game-Feel-and-Juiciness]] (게임 피델리티와 쥬시니스)
- [[Game-Mechanics]] : Game Mechanics (게임 메커니즘)
- [[Game-Ontology-for-PCG]] : [[Game-Ontology-for-PCG|Game-Ontology-for-PCG]]
- [[Gamification-Theory]] : [[Gamification-Theory|Gamification-Theory]]
- [[HUD_UI_Refinement]] : Skybound HUD UI 최적화
- [[Hedera(HCS 및 Fauxkens)]] : [[Hedera(HCS 및 Fauxkens)|Hedera(HCS 및 Fauxkens]]
- [[Hyperinflation-in-Closed-Loop-Systems]] : [[Hyperinflation-in-Closed-Loop-Systems|Hyperinflation-in-Closed-Loop-Systems]]
- [[Immersive-Sim-Design]] : [[Immersive-Sim-Design|Immersive-Sim-Design]]
- [[Immersive-Sim-Genre]] : [[Immersive-Sim-Genre|Immersive-Sim-Genre]]
- [[Immersive-Sims-Deus-Ex-Dishonored]] : [[Immersive-Sims-Deus-Ex-Dishonored|Immersive-Sims-Deus-Ex-Dishonored]]
- [[Immersive-Sims-Deus-Ex-Thief]] : [[Immersive-Sims-Deus-Ex-Thief|Immersive-Sims-Deus-Ex-Thief]]
- [[Iridium]] : 이리듐(Iridium)
- [[Jailing]] : 투옥(Jailing) 전술
- [[Kick-back System]] : [[Kick-back System|Kick-back System]]
- [[Live Operations (LiveOps)]] : [[Live Operations (LiveOps)|Live Operations (LiveOps)]]
- [[Love and Deepspace]] : [[Love and Deepspace|Love and Deepspace]]
- [[Magic Sort!]] : Magic Sort!
- [[Magic-Circle]] : [[Magic-Circle|Magic-Circle]] (마법의 원)
- [[McKinsey Problem Solving Game]] : [[McKinsey Problem Solving Game|McKinsey Problem Solving Game]]
- [[McKinsey Problem Solving Test (PST)]] : [[McKinsey Problem Solving Test (PST)|McKinsey Problem Solving Test (PST]]
- [[Metronomos-Heavy-Turret]] : Metronomos Heavy Turret
- [[Mobile Strike]] : [[Mobile Strike|Mobile Strike]]
- [[Monetization at the Point of Friction]] : [[Monetization at the Point of Friction|Monetization at the Point of Friction]]
- [[Nightwatch-Bunker]] : Nightwatch Bunker
- [[Nuclear Deterrence Models]] : [[Nuclear Deterrence Models|Nuclear Deterrence Models]]
- [[Numbers-and-Games]] : [[Numbers-and-Games|Numbers-and-Games]]
- [[Okami-Ink-Wash-Aesthetics]] : [[Okami-Ink-Wash-Aesthetics|Okami-Ink-Wash-Aesthetics]]
- [[Papers Please (Bureaucratic Simulation)]] : [[Papers Please (Bureaucratic Simulation)|Papers Please (Bureaucratic Simulation)]]
- [[Papers-Please]] : [[Papers-Please|Papers-Please]]
- [[Physics]] : [[Physics|Physics]]
- [[Platform-Resistance-and-Defensive-Specialization]] : 플랫폼 저항 및 방어 특화(Platform Resistance and Defensive Specialization)
- [[Platform-Specialization]] : 플랫폼 특화(Platform Specialization)
- [[Player-Experience-Modeling]] : [[Player-Experience-Modeling|Player-Experience-Modeling]]
- [[Player-Psyche-Profiling-Framework]] : [[Player-Psyche-Profiling-Framework|Player-Psyche-Profiling-Framework]]
- [[Poverty-Simulation]] : [[Poverty-Simulation|Poverty-Simulation]]
- [[Power Creep (Content Treadmills)]] : [[Power Creep (Content Treadmills)|Power Creep (Content Treadmills)]]
- [[Prisoners-Dilemma-Models]] : [[Prisoners-Dilemma-Models|Prisoners-Dilemma-Models]]
- [[Procedural Rhetoric (In Gaming)]] : [[Procedural Rhetoric (In Gaming)|Procedural Rhetoric (In Gaming)]]
- [[Procedural-Level-Geometry]] : [[Procedural-Level-Geometry|Procedural-Level-Geometry]]
- [[Project Awakening(CCP Games)]] : [[Project Awakening(CCP Games)|Project Awakening(CCP Games)]]
- [[Puzzles & Survival]] : [[Puzzles & Survival|Puzzles & Survival]]
- [[Real-Time Translation]] : [[Real-Time Translation|Real-Time Translation]]
- [[Revenge-Cycle-Dynamics]] : [[Revenge-Cycle-Dynamics|Revenge-Cycle-Dynamics]]
- [[Rock-Paper-Scissors-Dynamic]] : 가위바위보 상성 시스템(Rock-Paper-Scissors Dynamic)
- [[Rogue-Player-Bases]] : Rogue Player Bases
- [[Sarkis-Cloning-Technology]] : Sarkis Cloning Technology
- [[Sector-Breach-Store]] : Sector Breach Store
- [[Sector-Breach-XP]] : Sector Breach XP
- [[Sector]] : 섹터(Sector)
- [[Skybound_Asset_Purity_Sync]] : [LOG] Skybound Asset Purity & Transparency Synchronization
- [[Skybound_Enemy_Orientation_Fix]] : [LOG] Skybound Enemy Orientation Fix (Crab Movement Bug)
- [[Skybound_Skill_Asset_Integration]] : [LOG] Skybound Custom Skill Asset Integration
- [[Skybound_Weapon_Behavior_Engine_Migration]] : [LOG] Skybound Weapon Behavior Engine Migration & Tuning
- [[Sound Design Principles]] : [[Sound Design Principles|Sound Design Principles]]
- [[Stage-Director-and-World-Tension-Scaling]] : Stage Director and World Tension Scaling
- [[Staggered-Firing-Logic-and-Phase-Offset]] : Staggered Firing Logic and Phase Offset
- [[State-Machine-and-Phase-Transition-Events]] : State Machine and Phase Transition Events
- [[Status-Effects]] : Status Effects
- [[Structural-Dynamics-and-Tactical-Evolution-of-the-Combat-Ecosystem]] : 전투 생태계의 구조적 역학과 전술적 진화(Structural Dynamics and Tactical Evolution of the Combat Ecosystem)
- [[Structural-Dynamics-of-Combat-Ecosystem]] : 전투 생태계의 구조적 역학(Structural Dynamics of Combat Ecosystem)
- [[Support-Platforms]] : 지원 플랫폼(Support Platforms)
- [[Thorium]] : 토륨(Thorium)
- [[Time-Step-Logic-in-Games]] : Time Step [[Logic|Logic]] in Games (게임 타임스텝 로직)
- [[Triple Match 3D]] : [[Triple Match 3D|Triple Match 3D]]
- [[Tripledot Studios]] : [[Tripledot Studios|Tripledot Studios]]
- [[User Acquisition (UA)]] : [[User Acquisition (UA)|User Acquisition (UA]]
- [[Visual-Effects-VFX-in-Games]] : Visual Effects (VFX) in Games (게임 내 비주얼 이펙트)
- [[WARNO 전투 메커니즘 (Combat Mechanics)]] : WARNO 전투 메커니즘 (Combat Mechanics)
- [[WARPLAN]] : WARPLAN
- [[War-Commander-Combat-Ecosystem]] : War Commander 전투 생태계(War Commander Combat Ecosystem)
- [[War-Commander-Event-Operations]] : War Commander Event Operations
- [[World War Rising]] : [[World War Rising|World War Rising]]
- [[가버-그레인저 방법 (Gabor-Granger Method)]] : [[가버-그레인저 방법 (Gabor-Granger Method)|가버-그레인저 방법 (Gabor-Granger Method]]
- [[게임 경제 균형(Game Economy Balance)]] : 게임 경제 균형(Game Economy Balance)
- [[게임 수익화 전략]] : [[게임 수익화 전략|게임 수익화 전략]]
- [[게임파이(GameFi)]] : [[게임파이(GameFi)|게임파이(GameFi]]
- [[고과금 유저 (Whales)]] : [[고과금 유저 (Whales)|고과금 유저 (Whales)]]
- [[고래 유저 (Whale Players)]] : [[고래 유저 (Whale Players)|고래 유저 (Whale Players)]]
- [[다중 게임 경제(Multi-Game Economies)]] : [[다중 게임 경제(Multi-Game Economies)|다중 게임 경제(Multi-Game Economies)]]
- [[다중 게임 구독 모델(Multigame Subscriptions)]] : [[다중 게임 구독 모델(Multigame Subscriptions)|다중 게임 구독 모델(Multigame Subscriptions]]
- [[라이브 서비스 (Live Service)]] : [[라이브 서비스 (Live Service)|라이브 서비스 (Live Service)]]
- [[맞춤형 IAP 번들(Customizable IAP bundles)]] : [[맞춤형 IAP 번들(Customizable IAP bundles)|맞춤형 IAP 번들(Customizable IAP bundles]]
- [[멀티 게임 경제(Multi-Game Economy)]] : [[멀티 게임 경제(Multi-Game Economy)|멀티 게임 경제(Multi-Game Economy)]]
- [[모바일 게임 개발 핵심 지표(Mobile Game Development KPIs)]] : [[모바일 게임 개발 핵심 지표(Mobile Game Development KPIs)|모바일 게임 개발 핵심 지표(Mobile Game Development KPIs]]
- [[모바일 게임 수익화(Mobile Game Monetization)]] : [[모바일 게임 수익화(Mobile Game Monetization)|모바일 게임 수익화(Mobile Game Monetization]]
- [[모바일 실시간 대전 게임(Mobile PvP Game) 환경에서의 경제 밸런싱]] : [[모바일 실시간 대전 게임(Mobile PvP Game) 환경에서의 경제 밸런싱|모바일 실시간 대전 게임(Mobile PvP Game) 환경에서의 경제 밸런싱]]
- [[모바일 캐주얼 게임 시장(Mobile Casual Game Market)]] : [[모바일 캐주얼 게임 시장(Mobile Casual Game Market)|모바일 캐주얼 게임 시장(Mobile Casual Game Market]]
- [[베레스네프(Beresnev)]] : [[베레스네프(Beresnev)|베레스네프(Beresnev]]
- [[봉건적 권력 피라미드 (Feudal Power Pyramid)]] : [[봉건적 권력 피라미드 (Feudal Power Pyramid)|봉건적 권력 피라미드 (Feudal Power Pyramid)]]
- [[부분 유료화 메타게임(Free-to-play metagame)]] : [[부분 유료화 메타게임(Free-to-play metagame)|부분 유료화 메타게임(Free-to-play metagame]]
- [[사용자 참여도(Player Engagement)]] : [[사용자 참여도(Player Engagement)|사용자 참여도(Player Engagement]]
- [[사용자 확보 (User Acquisition)]] : [[사용자 확보 (User Acquisition)|사용자 확보 (User Acquisition]]
- [[섹터]] : [[Sector|Sector]](섹터)
- [[소대]] : Platoons(소대)
- [[소유 효과]] : [[소유 효과|소유 효과]]
- [[수익화 전략]] : 수익화 전략
- [[시간 제한 메커니즘 (Time-gating)]] : [[시간 제한 메커니즘 (Time-gating)|시간 제한 메커니즘 (Time-gating)]]
- [[시간 제한 활성화 (Time-limited Activation)]] : [[시간 제한 활성화 (Time-limited Activation)|시간 제한 활성화 (Time-limited Activation)]]
- [[심리-경제 통합 인게임 결제 동기 척도 연구(In-Game Purchase Motivation Scale Study)]] : [[심리-경제 통합 인게임 결제 동기 척도 연구(In-Game Purchase Motivation Scale Study)|심리-경제 통합 인게임 결제 동기 척도 연구(In-Game Purchase Motivation Scale Study)]]
- [[웹3 및 토크노믹스 모델링(Web3 and Tokenomics Modeling)]] : 웹3 및 토크노믹스 모델링(Web3 and Tokenomics Modeling)
- [[이중 VIP 시스템 (Dual-layer VIP)]] : [[이중 VIP 시스템 (Dual-layer VIP)|이중 VIP 시스템 (Dual-layer VIP)]]
- [[이중 계층 과금 모델 (Two-layer Monetization)]] : [[이중 계층 과금 모델 (Two-layer Monetization)|이중 계층 과금 모델 (Two-layer Monetization)]]
- [[인게임 결제 동기(In-Game Purchase Motivation)]] : [[인게임 결제 동기(In-Game Purchase Motivation)|인게임 결제 동기(In-Game Purchase Motivation]]
- [[인게임 수익화(In-Game Monetization)]] : [[인게임 수익화(In-Game Monetization)|인게임 수익화(In-Game Monetization]]
- [[인플레이션 관리]] : [[인플레이션 관리|인플레이션 관리]]
- [[적자 경제 (Deficit economy)]] : [[적자 경제 (Deficit economy)|적자 경제 (Deficit economy)]]
- [[전리품 상자(Loot Box)]] : [[전리품 상자(Loot Box)|전리품 상자(Loot Box]]
- [[제로잉 (Zeroing)]] : [[제로잉 (Zeroing)|제로잉 (Zeroing)]]
- [[포켓몬 마스터즈 EX(Pokemon Masters EX)]] : [[포켓몬 마스터즈 EX(Pokemon Masters EX)|포켓몬 마스터즈 EX(Pokemon Masters EX]]
- [[프리미엄 통화(Premium Currency)]] : 프리미엄 통화(Premium Currency)
- [[플레이어 기반 경제]] : [[플레이어 기반 경제|플레이어 기반 경제]]
- [[플레이어 잔존율(Player Retention)]] : [[플레이어 잔존율(Player Retention)|플레이어 잔존율(Player Retention]]
- [[하이브리드 수익화 전략(Hybrid Monetization Strategy)]] : 하이브리드 수익화 전략(Hybrid Monetization [[Strategy|Strategy]])
- [[하이브리드 수익화]] : 하이브리드 수익화
- [[하이브리드 캐주얼 게임(Hybrid-casual Games)]] : [[하이브리드 캐주얼 게임(Hybrid-casual Games)|하이브리드 캐주얼 게임(Hybrid-casual Games]]
- [[하이브리드 캐주얼 게임]] : 하이브리드 캐주얼 게임
- [[하이브리드 캐주얼 퍼즐 게임(Hybrid Puzzle Games)]] : [[하이브리드 캐주얼 퍼즐 게임(Hybrid Puzzle Games)|하이브리드 캐주얼 퍼즐 게임(Hybrid Puzzle Games]]
- [[핵심 성과 지표(KPI)]] : [[핵심 성과 지표(KPI)|핵심 성과 지표(KPI]]
- [[후발 주자 불이익(Latecomer Disadvantage)]] : 후발 주자 불이익(Latecomer Disadvantage)