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Sync Engine

Sync Engine is a custom C++20 game engine built from the ground up, featuring real-time collaborative level editing inspired by Unreal Engine’s Multi-User Editing. It includes a streamlined serialization and reflection system, DLL hot reloading for fast iteration, and an intrusive profiler that boosted serialization performance by 1300%. I developed the entire engine except for the graphics backend and collaborated on the networking system.
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Cartograph

Cartograph is a Satisfactory mod built with Unreal Engine 5 that displays player-built structures on the in-game map, addressing a long-requested feature. It optimizes rendering by distributing workload across frames and selectively redrawing affected areas. The mod also includes filtering options and full multiplayer support, ensuring a seamless experience. With over 26,000 downloads and the highest conversion rate among Satisfactory mods, it has become an essential tool for players.
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Typoon

Typoon is a text expander designed to handle the complexities of the Korean writing system, which most existing expanders fail to support properly. Built with efficiency in mind, it features custom algorithms and data structures for accurate text replacement and seamless integration with the input system. Leveraging Windows programming, it supports automatic file change detection and user notifications, enhancing usability.
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Q

Q is a 2D action platformer built on a custom engine. Developed an object-oriented graphics layer to encapsulate OpenGL concepts like meshes, textures, and shaders. To enable fast iteration, implemented a Python scripting system, embedding Python into the engine and exposing engine functions through template metaprogramming for seamless integration.
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U.R.U.K

U.R.U.K is a 2D puzzle game built on a custom game engine developed from scratch. It features an Actor-Component architecture, a contiguous memory manager for cache efficiency, and CRTP-based static polymorphism for deserialization. Additionally, a state machine editor and map editor were built, both supporting undo/redo through a command-based action system.
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Abiotic Factor Community Localization

Reverse-engineered an Unreal Engine-based game, Abiotic Factor's asset files to add Korean language support, which isn't officially supported. Modified binary .uasset files, unpacked .pak archives, and extracted .usmap data to inject translated text and images.
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Roulette

Roulette is a roguelike deck-building game for Nintendo Switch, where players earn points through interactions between a ball and a roulette wheel. Implemented Joy-Con tilt controls to enhance the fun of motion-based gameplay.
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Mercy for Machines

Mercy for Machines is a 3rd person, narrative driven sci-fi horror game, developed in Unreal Engine 5.2. Focused on gameplay programming, built custom editor tools for designers, and implemented destruction mechanics using Chaos physics.
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3D Graphics Demo Program

This project showcases various graphics techniques, including toon shading, shadow mapping, procedural terrain and mesh generation, and spline-based curves. To manage multiple scenes and shaders efficiently, I built a lightweight data-driven engine that enables dynamic asset registration and scene configuration at runtime.
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Blinded

Blinded is a boss rush action game where color is restored by defeating powerful bosses. Developed a fragment shader for dynamic color removal and restoration, eliminating the need for multiple textures. Implemented data-driven enemy and level design, streamlining iteration and balancing.
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