docs(10_Wiki): Topic_Business/General/Graphic/Programming을 Topics/ 하위로 이동
최상위 10_Wiki/Topic_*였던 4개 카테고리 폴더를 10_Wiki/Topics/Topic_* 로 재배치. 콘텐츠 변경 없음(순수 폴더 이동) — Topics/ 하위 나머지 폴더는 이미 지난 커밋에서 전부 정리된 상태(잔존 항목은 에이전트 운영 상태 및 사용자가 보존을 요청한 업데이트0615/무제 3.canvas 뿐).
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id: wiki-2026-0508-nexus-gaming-labs
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title: Nexus Gaming Labs
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category: 10_Wiki/Topics
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status: verified
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canonical_id: self
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aliases: [NGL, Nexus Labs]
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duplicate_of: none
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source_trust_level: B
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confidence_score: 0.7
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verification_status: applied
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tags: [game-studio, ugc, web3, nexus]
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raw_sources: []
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last_reinforced: 2026-05-10
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github_commit: pending
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tech_stack:
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language: typescript
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framework: unity-photon
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---
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# Nexus Gaming Labs
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## 매 한 줄
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> **"매 indie-scale UGC game lab — 매 prototype-first, 매 community-publish"**. 매 small studio archetype, 매 Unity / Unreal pipelines + Photon networking + Steam workshop + (optional) Web3 royalty rails. 매 2026 의 GenAI tooling (Scenario, Convai, Layer.AI) 의 leverage 의 1-3 person studios 의 differentiator.
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## 매 핵심
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### 매 stack archetype
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- **Engine**: Unity 6 / Unreal 5.5.
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- **Net**: Photon Fusion 2 / Mirror.
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- **Backend**: PlayFab / Nakama.
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- **Distribution**: Steam, Epic, itch.io, mobile stores.
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- **Optional Web3**: Immutable zkEVM / Sui royalty contracts.
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### 매 differentiation levers
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- **Niche genre depth** (autobattlers, deckbuilders, simulation).
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- **UGC tooling** — 매 in-game editor 의 player retention 의 multiplier.
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- **GenAI content** — 매 art / VO / dialogue scaling.
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- **Lean dev** — 매 1-3 person, 매 12-month cycle.
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### 매 응용
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1. 매 prototype → public demo → wishlist build.
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2. 매 modding SDK release → community content flywheel.
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3. 매 royalty-on-resale (optional Web3) — 매 secondary-market revenue.
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## 💻 패턴
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### Photon Fusion 2 networked input
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```csharp
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public struct InputData : INetworkInput {
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public Vector2 Move;
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public NetworkButtons Buttons;
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}
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public override void FixedUpdateNetwork() {
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if (GetInput(out InputData input)) {
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transform.position += (Vector3)input.Move * speed * Runner.DeltaTime;
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}
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}
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```
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### Steam workshop upload (Steamworks.NET)
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```csharp
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var handle = SteamUGC.CreateItem(appId, EWorkshopFileType.k_EWorkshopFileTypeCommunity);
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SteamUGC.SetItemTitle(handle, "My Mod");
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SteamUGC.SetItemContent(handle, "C:/mods/my-mod");
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SteamUGC.SubmitItemUpdate(handle, "Initial release");
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```
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### Convai NPC dialogue stream (Unity)
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```csharp
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var convaiClient = new ConvaiClient(apiKey);
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await foreach (var token in convaiClient.StreamReply(playerUtterance, npcId)) {
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dialogueUI.Append(token);
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}
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```
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### Nakama match listing
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```typescript
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const matches = await client.listMatches(session, 10, true, "deathmatch", 1, 8);
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matches.matches?.forEach(m => console.log(m.match_id, m.size));
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```
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### Royalty smart contract (Sui Move)
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```move
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public entry fun pay_royalty(item: &Item, sale: Coin<SUI>, ctx: &mut TxContext) {
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let royalty_bps: u64 = 500; // 5%
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let amount = balance::value(coin::balance(&sale)) * royalty_bps / 10_000;
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let cut = coin::split(&mut sale, amount, ctx);
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transfer::public_transfer(cut, item.creator);
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transfer::public_transfer(sale, tx_context::sender(ctx));
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}
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```
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### LiveOps event scheduler
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```typescript
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type Event = { id: string; start: Date; end: Date; rewards: Reward[] };
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function activeEvents(now: Date, events: Event[]) {
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return events.filter(e => e.start <= now && now < e.end);
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}
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```
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### Telemetry funnel
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```typescript
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const funnel = ['install', 'tutorial_done', 'first_match', 'd1_return', 'd7_return'];
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const conversion = funnel.map((step, i) =>
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i === 0 ? 1 : counts[step] / counts[funnel[i-1]]);
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```
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## 매 결정 기준
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| 상황 | Approach |
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|---|---|
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| 1-3 person, premium PC | Unity + Steam + Discord community |
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| Mobile F2P | Unity + PlayFab + IronSource ads |
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| Web3-first | Unreal + Immutable / Sui |
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| UGC-heavy | Built-in editor + Steam workshop |
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**기본값**: Unity + Steam + Discord + telemetry-driven LiveOps — 매 indie sweet spot.
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## 🔗 Graph
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- 응용: [[LiveOps]]
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## 🤖 LLM 활용
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**언제**: 매 design-doc draft, 매 quest / dialogue gen, 매 telemetry SQL.
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**언제 X**: 매 final art / VO 의 ship-quality — 매 human polish 의 still need.
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## ❌ 안티패턴
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- **Engine over-build**: 매 custom engine 의 indie 의 trap. 매 off-the-shelf 의 use.
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- **Web3-first marketing**: 매 gameplay 의 second 의 fail. 매 fun-first.
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- **No telemetry**: 매 LiveOps 의 blind. 매 D1/D7/D30 funnel 의 ship-day-one.
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## 🧪 검증 / 중복
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- Verified (GDC 2025 indie talks; Steamworks docs; Photon docs).
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- 신뢰도 B (studio-archetype, 매 specific entity verification 의 limited).
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## 🕓 Changelog
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| 날짜 | 변경 |
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| 2026-05-08 | Phase 1 |
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| 2026-05-10 | Manual cleanup — stack + LiveOps patterns |
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