refactor(topics): 멀티 에이전트용 지식 재편 — _Common(공통 기본기) + Domain_* 구조

에이전트 8종(대화형/프로그래머 C·S/디자이너/설계자/기획자/QA/PD/PM)에게
[공통 기본 능력 + 롤별 Specialty] 2층으로 지식을 주입하기 위한 재분류.
문서 내용·포맷은 무수정, 폴더 이동만 (6,372개 문서 수 보존 확인).

- Topic_Programming → Domain_Programming (내부 구조 보존)
- Topic_Graphic → Domain_Design
- Topic_Business → Domain_Product
- Topic_General → Domain_General
- _Common 신설: Math(구 Topic_Math_Specialty), Reasoning(구 General/From_Thinking & Reasoning),
  Reasoning_Creativity(구 General/From_창의성), Communication(Poetic_Blog_Writing + From_writing)
- 타 도메인의 From_* 폴더는 유지 (출처 표기일 뿐, 이미 도메인에 맞게 분류된 문서)
- 빈 폴더 정리 (memory/procedures)
- 에이전트→폴더 매핑은 workspace의 .astra/agent-knowledge-map.json (9개 에이전트)

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