c24165b8bc
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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4.5 KiB
id, title, category, status, canonical_id, aliases, duplicate_of, source_trust_level, confidence_score, verification_status, tags, raw_sources, last_reinforced, github_commit, tech_stack
| id | title | category | status | canonical_id | aliases | duplicate_of | source_trust_level | confidence_score | verification_status | tags | raw_sources | last_reinforced | github_commit | tech_stack | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| wiki-2026-0508-nexus-gaming-labs | Nexus Gaming Labs | 10_Wiki/Topics | verified | self |
|
none | B | 0.7 | applied |
|
2026-05-10 | pending |
|
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
- 매 prototype → public demo → wishlist build.
- 매 modding SDK release → community content flywheel.
- 매 royalty-on-resale (optional Web3) — 매 secondary-market revenue.
💻 패턴
Photon Fusion 2 networked input
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)
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)
var convaiClient = new ConvaiClient(apiKey);
await foreach (var token in convaiClient.StreamReply(playerUtterance, npcId)) {
dialogueUI.Append(token);
}
Nakama match listing
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)
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
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
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 |