본문 바로가기
게임 제작 과정

🎮 넘즐 제작일지 1편

by 한수수 2025. 8. 26.

넘즐 제작일지 1  태명은 수공재였다

 

  나는 원래 일기를 쓰는 사람인데 게임을 만드는 기간동안 전혀 일기를 쓰지 않았다.

그래서 잊어버리기 전에 기록을 해서 남기려고 한다.
I’m someone who usually keeps a journal, but I didn’t write at all while making the game.
Still, before I forget everything, I want to leave a record.

  
나는 항상 게임을 만들기 전에 콘셉트를 정하고 비슷한 게임이 있는지 조사를 하고
비슷한 게임이 있으면 만들기 전에 포기한다. 고생만 하고 출시를  하기 때문이다.
  Before creating any game, I always come up with a concept and check if a similar game already exists.
If there is, I give up before making it—
because I know I’ll suffer through development but won’t be able to release it.

  
그래서 수학 관련 게임을 조사했고 챗지피티한테도 물어봤는데  아이디어와 비슷한 것은 없었다.
기존의 수학 게임을 조사하기도 했는데 시간 내에 많은 문제를 풀어야 하는 형태라서 게임이 아니라 그냥 수학 문제였다.
  So I looked into math-related games and asked ChatGPT too, but found nothing quite like my idea.
Most math games I researched just made you solve as many problems as possible in a time limit—more like tests than actual games. 

 
연산 연습이지만 재미있게 만들어보자고 생각해서
숫자와 연산기호를 카드로 제시해서 목표 숫자를 만드는 게임을 생각했다.
  It’s still about arithmetic practice, but I wanted to make it fun.
So I came up with a game where numbers and operators are given as cards, 
and you use them to reach a target number. 

  
아이를 낳기도 전에 태명을 정하는 사람처럼 사실 넘즐의 태명은 수공재였다.
수공재는 수학공부 재미있게를 줄인 말이다.
  Like those who give a baby a name before it’s born, the game’s working name was “Sugongjae.”
It’s short for “fun math study” in Korean.

  
그리고 사랑받을  있는 캐릭터도 상상했는데
 모양인데 박사모를  수콩이라는 캐릭터를 생각했다.
그런데 수콩이라는 수달 캐릭터가 이미 있었고
나는 게임에 전념하기로 하고 게임이 재미있으면 귀여운 캐릭터는 필요없다고 생각했다.


  I also imagined a lovable character—something bean-shaped with a graduation cap, named “Sookong.”
But there was already an otter character with a similar vibe,
so I decided to focus entirely on the game. If the game is fun enough, it doesn’t need a cute mascot.

  
그러다가  꿈이 원대해서 국제적인 게임이 되는 것을 상상하고
외국인들도 발음하기 좋은 이름을 정하기로 한다.
그래서 수공재가 발음하기에 좋은가? 너무 긴가? 고민하게 된다.
게임 이름 작명은 역시 챗지피티다.


  Then I got ambitious—imagining the game going global.
So I started wondering if “Sugongjae” was too long or hard to pronounce internationally.
Naturally, I turned to ChatGPT for help naming the game.

  
챗지피티가 여러 개의 이름을 제시하면 내가 고르면 되는 거였는데
나는  중에서 수웅을 골랐다.
수학영웅을 줄여서 수웅 게다가  때는 목표 숫자를 30으로 하기로 정했기 때문에.
게임 이름을 수웅3030. 이라고 정했다. (왠지 피프티피프티?)
원래는 목표숫자가 30이었는데 목표숫자가 작아지면 게임이 쉬워지고
목표숫자가 적당하면 어렵고 너무 커도 쉬워져서
나중에 목표숫자를 바꿔서 난이도를 조절할  있게 만들었다.


  ChatGPT gave me a list of name ideas, and I picked “Suwung”—short for “math hero.”
At the time, the target number was set to 30, so the game was called Suwung 3030. (Kind of like Fifty-Fifty?)
Later, I realized that if the target number is too small or too big, the game becomes easier.
So I made it so the target number can change depending on the desired difficulty.

  
게임은 완성도  되었는데 게임 이름은 수학영웅이라고 정했는데
가족 누군가가 수학 문제  풀었다고 영웅이 되는 것은 오버인  같다고 해서.
수웅을 포기하고 수공재로 가자고 했는데.


  even though the game wasn’t finished, I had already called it “math hero.”
But a family member said, “Isn’t it a bit much to call someone a hero for solving a math problem?”
So I gave up on Suwung and considered going back to Sugongjae.

  
어느날 버스 타고 가면서…. 여담인데.
나는 요즘 놀라는  있는데. 전에는 버스에서 유튜브 보거나 게임 하던 사람들이
 높은 확률로 챗지피티를 하고 있다.
하여튼 버스타고 가면서. 게임 이름을 논의했는데.
그날 챗지피티의 컨디션과  컨디션이 매우매우 좋았던  같다.


  One day on the bus—by the way, I’ve noticed something amazing.
People who used to watch YouTube or play games on the bus are now, with surprising frequency, using ChatGPT.
Anyway, while on the bus I brainstormed the game name, and both ChatGPT and I must’ve been in top condition that day.

  
게임 이름을 정하는데 수학의 매쓰나 숫자의 넘버, 연산의 캘에다가 워들처럼 의미 없는 무언가를붙일까 아니면 과일 이름을 붙일까 고민을 했다.
결국 퍼즐(puzzle) 붙여서 넘즐(Numzzle)이라는 이름이 탄생했고, 같은  버스 안에서 워퍼즈(worpuzz) 탄생한 것이다.
그날은 너무 감격적인 날인데 직장에 도착하기 1 전에 트링클이라는 이름도 정해졌다.
하루에 게임 이름을 3개나 지은 날이다.
  I played around with ideas—maybe “math,” “number,” or “calc,”
then thought, maybe add something meaningless but easy to pronounce like “wordle,” or maybe a fruit name? 
Eventually, I combined “number” and “puzzle” into Numzzle.
On that same bus ride, I also came up with Worpuzz, and just before reaching the office, even Trinkle.
Three game names in one day—it was glorious.

  
넘즐이라는 이름은 너무 너무 찰떡 같다.
한글로는 너무 즐겁다 말과 비슷해 공부를 게임처럼 즐겁게 하자는 의미도 있다.
  “Numzzle” felt like the perfect name.
In Korean, it sounds like “neomu jeulgeopda” (so fun),
which matches the idea of making learning math as fun as playing a game.

  
하여튼 게임 이야기로 돌아가서 사용자에게 주어진 카드로
목표숫자를 정확하게 만들  없기 때문에
목표숫자를  만들면 실패한 것인가? 그건 아니라는 생각이 들었다.
그래서 목표숫자에 최대한 근접하면 점수를 주기로 했다.
  Anyway, back to the game.
Because it’s often impossible to reach the target number exactly with the given cards,
I figured it shouldn’t be considered a failure.
So I decided to award points based on how close you get to the target number. ⸻

 다음 이야기는 2편에서 계속됩니다. 

 

https://soosoohan.github.io/soosooland/

 

수수랜드

격자 속에 단어를 숨김으로 시작해서 빈 자리에 무작위 글자를 넣고 컴퓨터와 대결하기와 친구와 대결하기를 넣고 데이지와 클로버를 넣고 워퍼즈 시리즈가 되었습니다. 워드마이닝은 워퍼즈

soosoohan.github.io