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Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 23:52:15 +09:00

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
NGL
Nexus Labs
none B 0.7 applied
game-studio
ugc
web3
nexus
2026-05-10 pending
language framework
typescript 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

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

🤖 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