I'm a Game Technical Director with over a decade of experience setting technical direction, designing system architectures, and leading cross-platform game and application development.
My career began in C++ engine programming — DirectX rendering, HLSL shaders, and GPU pipeline profiling. As a Technical Director, I still dive into low-level rendering optimization: from real-time rendering for 500 concurrent users, to GPU instancing and Vertex Animation Textures (VAT) for large-scale entity rendering, to cross-platform build optimization across iOS, macOS, Android, and Windows.
I've built UGC editors, data authoring tools, and creator platforms that bridge complex engine internals with accessible workflows. I communicate technical concepts through published articles, video presentations, and internal tech talks — focused on making technology usable for developers and creators.
With 7+ years of engineering leadership at Nexon, NCSoft, Zigbang, and LINE Games, I drive technical decision-making, mentor engineering teams, and lead cross-functional collaboration.
Profiled and optimized GPU rendering pipelines in a custom C++ engine with DirectX. Optimized real-time rendering for 500 concurrent users in a virtual space. Delivered cross-platform build performance optimization across iOS, macOS, Android, and Windows.
Designed system architectures and set technical direction across 4+ engines — custom C++, CryEngine, UE4/5, and Unity. Directly architected core systems including gameplay, multiplayer, and animation, making decisions that enable teams to execute.
Built a sandbox game editor that lets users create their own games without coding. Set up CI/CD build automation using Jenkins and TeamCity with Declarative Pipelines across iOS, macOS, Linux, SteamOS, Windows, Android, and console platforms. Built internal project management tools and custom workflows to keep teams running smoothly.
Early adopter who discovers and evaluates new tools and technologies, then shares findings through presentations and internal talks. Reviews and implements techniques from industry conferences in areas like animation. Started leading teams early in my career — communication and presentation are core strengths.
LINE Games
2024.4 — Present · 1yr 11mo
2080 Ventures Part-time
2025.3 — Present · 1yr
Zigbang
2021.9 — 2024.2 · 2yr 5mo
NCSoft
2021.2 — 2021.6 · 4mo
Nexon Korea
2018.3 — 2021.1 · 2yr 10mo
Nexon Korea
2019.6 — 2020.1 · 7mo
Nexon Korea
2016.5 — 2018.3 · 1yr 10mo
ESTsoft
2013.11 — 2015.11 · 2yr
MAIET Entertainment
2012.8 — 2013.11 · 1yr 3mo
2008 — 2016
Bachelor of Science, Computer Engineering
GPA: 3.73 / 4.5 (4.2 / 4.5 Korean scale)
Led from inception to production — technical direction, rendering optimization, and core gameplay
GPU rendering pipeline profiling and HDR tone mapping in HLSL
Extreme always-on optimization for 500 concurrent users across 4 platforms
Diverse feature development, developer tools, engine-level physics and rendering fixes
Helped establish the founding team and development workflow
Created all quest content and led team through successful internal playtest
Published on Publy — core elements of learning programming, written for aspiring developers
Published on Publy — qualities that make a PM effective, from a developer perspective
Published on Publy — comprehensive guide to developer career entry for job seekers
Video course on Careerly — Python introduction designed for non-CS backgrounds