f8b21af4be
10_Wiki/Topics 대규모 정리: - 오류 캡처/미완성 stub 문서 227개 제거 - 교차폴더 중복 43클러스터 병합 (63파일 → redirect) - 링크명 정규화: 깨진 링크 수정·redirect 직결·개념 매핑 ~2,400건 - 카테고리 MOC 6개 신규 생성 - Graph 섹션 미해결 related-keyword 링크 10,058건 제거 Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
140 lines
4.5 KiB
Markdown
140 lines
4.5 KiB
Markdown
---
|
|
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 |
|