JJ
A Korean game developer in Frankfurt
Updates
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Lazy function parameters using C++11 lambdas http://t.co/W7BZ5q5w #dev
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RT @_osa_: GPU-Noise-Lib: http://t.co/z98HihBr from http://t.co/KcJ96ksQ (thx @trigrou @voxelizr , many) read it later. #graphics
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RT @daniel_collin: Lots of the #GTC12 Talks are now available online. http://t.co/mrYOnnJ6 #graphics
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RT @KageKirin: Extracting Function Parameter and Return Types in C++ http://t.co/TiDzYxrN via @zite #dev
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@Kaplanyan Congrats, Anton!
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RT @Icare3D: My #GTC 2012 presentation about voxel-based GI (voxel cone-tracing) and fast voxelization, c...: http://t.co/iPTyUdD7 #graphics
Profile
Experience
- Sept 2008 - PresentSenior Sandbox&Tools Engineer / CrytekSenior Support Engineer in licensing team - Dealt with animation related issues from licensees - Answered questions about AnimationGraph (an animation blending graph tool in Sandbox) from licensees Sandbox & Tools - Maintained/developed Crytek's main editor tool, Sandbox - Especially focused on TrackView (a cinematic editor component of Sandbox) and Asset Browser (a new main asset management tool of Sandbox) - Recorded several videos introducing new editor improvements to in-house users - Implemented an auto-testing system for Sandbox using the SIKULI(http://sikuli.org/) & AutoIt(http://http://www.autoitscript.com/) technology - Implemented a python-based editor scripting system
- Nov 2006 - PresentTechnical Director / T-Entertainment- Developing next-generation MMORPG using Unreal Engine 3 -- Used Unreal Engine 3 technology -- Improved rendering quality by adding ‘ambient occlusion mapping’ and ‘parallax occlusion mapping’ to Unreal Engine 3 - Applied Scrum methodology and used Test Driven Development/Pair Programming - Actively shared information within the team using WikiWiki - Did regular code review and team study
- Jul 2006 - PresentLead Engine Programmer / BluesideImproved its proprietary Engine for an Xbox 360 action RPG project, ‘Circle Of Doom’ - Implemented 2-layer trapezoidal shadow map (which can be considered as an early form of the technique currently well-known as ‘cascaded shadow mapping’.) for high-quality dynamic shadow - Developed volume texture lighting for the artist control of environmental lighting. - Introduced cache-friendly k-D tree for fast spatial queries - Optimized the engine by low-level hardware profiling
- Jun 2004 - PresentLead Client Programmer / NHN GamesMMORPG project, ‘Archlord’ - Used a commercial rendering engine, ‘RenderWare’ - Implemented the self-shadowing for player characters using ‘shadow map’ technique - Implemented image-space special effects (bloom, automatic exposure control, warp hit impact, and refraction) - Developed a flexible material system based on Direct3D ‘.fx’ format on RenderWare - Implemented ambient occlusion map lighting for pseudo global illumination - Established daily build system New multiplayer online action strategy game - Introduced TDD - Actively used STL & Boost library - Developed tools (world editor and effect tool) effectively using C++/CLI & Winform
- Apr 2002 - PresentLead Programmer / DelphieyeFPS game project, ‘NitroFamily’ - Used ‘Serious Sam’ engine - Implemented hardware shader system into the engine - Developed a scriptable particle system and its editor - Implemented basic rigid-body dynamics for in-game physics
- Feb 1999 - PresentEngine Programmer / AdamsoftDevelop 3D engine for several game projects - Used OpenGL technology - Developed several plug-ins for Maya - Implemented high-quality rendering using hardware BRDF (Bi-directional Reflectance Distribution Function) - Implemented stable cloth simulation using ‘approximate implicit integration’
Education
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1995 - 1999Seoul National UniversityBS in Electrical Engineering
Additional Information
Websites:
Honors:
Publications
• Contributed to Game Developer Magazine Korean edition 2002/2~3 about cloth simulation in games.
• Supervised the Korean translation of the book "Special Effects Game Programming With DirectX".
• Contributed to game tech review section of the software development magazine in Korea, "Microsoftware" 2003/2~6.
• Translated the book "Graphics Programming Methods" in Korean.
• Translated the book "ShaderX2: Shader Programming Tips & Tricks with DirectX 9" in Korean.
Honors
• Won Silver prize in Korea Math Olympiads 1993.
• Won the 1st prize in Sungkyunkwan University Math Competition 1994.
Extracurricular Activities
• Joined Shader Triathlon - Summer 2004(www.shadertech.com/contest/) by an entry called "Smart Texture Filtering".
• Attended SIGGRAPH conference in 2000, 2003, and 2005.
Other Information
• A member of Mensa
Interests:
Game development, 3D graphics, and agile methodology
Reading
Read
To Read
Answers
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It'll be like "There will be no blood".Asked by Alexis Hebert 15 months ago
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Diablo 3, though probably it won't come within this year. ;)Asked by Alexis Hebert 15 months ago
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?Asked by Formspring 16 months ago
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정식 지원은 없는데, 한글책 읽을 수 있는 방법은 있는 것으로 압니다. 예전에 모 이북 관련 커뮤니티에서 관련 롬 패치같은 것을 보았습니다.Asked by Formspring 2 years ago
