--- 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)