JJ

A Korean game developer in Frankfurt

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Technical Lead at Crytek
Computer Games | Frankfurt Am Main Area, Germany, DE

Experience

  • Sept 2008 - Present
    Senior Sandbox&Tools Engineer / Crytek
    Senior 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 - Present
    Technical 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 - Present
    Lead Engine Programmer / Blueside
    Improved 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 - Present
    Lead Client Programmer / NHN Games
    MMORPG 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 - Present
    Lead Programmer / Delphieye
    FPS 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 - Present
    Engine Programmer / Adamsoft
    Develop 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

  • 1995 - 1999
    Seoul National University
    BS 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

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