
Introduce
Highly motivated and results-oriented Software Engineer with 2+ years of experience in C/C++/C# programming and STL, specializing in game engine architecture and performance optimization.
Who I Am
I was drawn to coding because of the process of turning imagination into reality using data and coding technology. This ability to create something from nothing has always fascinated me, and it’s this passion that led me to pursue a career in development. As I’ve gained experience, I’ve developed a particular interest in optimizing application performance and working with low-level technologies.
I am driven by the desire to challenge myself, expand my horizons, and dream bigger. With a vision to work on innovative projects, I aspire to grow and eventually explore opportunities beyond borders, aiming to contribute to the global tech landscape.
My Strength
To achieve my goals and dreams, I put in great effort at Chung-Ang University, where I majored in Psychology and double majored in Statistics-based AI. This multidisciplinary program helped me develop strong analytical and technical skills through courses in statistics and computer science.
Later, to build expertise in another field, I pursued a degree in Information and Communications Engineering, further enhancing my knowledge in computer networks.
In addition, I have developed my programming skills through various external activities such as game development academies, web programming courses, and the Purdue University IoT English program.
Although I faced challenges studying in an unfamiliar field, I persevered with determination and passion, viewing it as a crucial step toward achieving my dreams, and overcame it through dedication and hard work.
Goal
My primary interests lie in software development with C/C++/C#, and I am passionate about system optimization and solving complex technical challenges.
My game engine development experience has honed my skills in C/C++/C#, system optimization, and problem-solving. I am eager to apply these transferable skills to a wider range of software projects, including those involving graphics APIs, Windows OS technologies, and network programming
Education
Chung-Ang University
- Bachelor of Arts in Psychology (2022)
- Double-Major in Statistical Artificial Intelligence (2022)(GPA : 4 / 4.5)
Relevant Course : C Programming Language/ Calculus/ Linear Algebra/ Data Structure/ Algorithm/ Software Engineering/ Numerical Analysis/ Graphic Programming Design(OpenGL)/ Mathematical Statistics / Data Mining/ Industry Academy Cooperative Program : Web Programming (1 semester)
Credit Bank System
- Bachelor of Science in Information and Communication Engineering (2025)(GPA : 4.29 / 4.5)
Relevant Course : Network 1/ Database/ System Analysis and Design/ Operating System/ Introduction to Information and Communications/ Computer Network / C Programming / System Programming / Computer Architecture
Assort-Rock Game Acedemy (2021.07 ~ 2022.12)
- Game Client, Engine Programming using C/C++, WinAPI, DirectX11
Purdue University IOT Summer Program (2021.07 ~ 2021.08)
- IOT Course & Team Project : Solar Panel System
Sparta Coding Club (2020.03 ~ 2020.05)
- Web Programming using HTML, CSS, JS, MongoDB, Python
Career
Com2us
- Seoul, Republic of Korea
- Game Engine Programmer at Com2us Proprietary Game Engine Team
- January 2023 - Present (2 year)
- As a Game Engine Programmer, I design and implement core engine systems, enhancing performance and functionality across various components.
- [Key Achivements]
- Achieved a 50% reduction in user DLL loading times by resolving the redundant DLL loading issue in real-time build system. It is a feature inspired by Unreal Engine’s Hot Reload which reflect real-time changes to the client user project without restarting the application, enhancing engine user convenience.
- Achieved 10-fold increase in data processing efficiency compared to traditional JSON parsers by implementing a high-performance MessagePack parser. Developed custom parsers for various data formats ex) JSON, YAML, Binary, CMake
- Implemented various game engine features leveraging multithreading, including multi-threaded updates(JobSystem), and asynchronous data loading.
- Reduced memory usage by compressing image assets to up to 1/8th of their original size. Maintained and debugged the logic for optimizing image assets for real-time rendering with DXT and ASTC compression.
- Achieved 2.0 GB reduction in memory usage by optimizing memory allocator system using various forms of memory pools ex) Fixed Size, Variant Size + Red Black Tree
- Accelerated Unity game code porting by at least 2 weeks through Roslyn-based C# to C++ conversion tool
- Improved development efficiency by improving the C/C++ runtime reflection system using Clang Compiler API
- Achieved substantial reduction in crashes up to 55% through the implementation of object handle system
- Streamlined asset management and enhanced workflow efficiency by improving a robust Prefab system with advanced features such as external reference handling and prefab override functionalities,
- Achieved 0.13 second improvement in game loop performance when processing 10,000 entities by optimizing both multithreading Job System and Entity Component System (ECS SparseSet)
- Enhanced convenience for engine developers and users with an improved real-time file watcher system. This enables dynamic updates within the game engine, reflecting file or asset changes without requiring a restart
- Significantly improved system stability by developing a custom garbage collector that resolved raw pointer dangling issues
- Fixed critical bugs in a stack-based C++14 coroutine system, greatly enhancing performance in event processing and I/O-bound operations by optimizing concurrency for lightweight, non-blocking task execution with minimal memory usage
- Improved workflow efficiency by maintaining and enhancing a complex game asset system that leverages UUIDs, GUIDs, and file IDs to enable seamless and efficient use of diverse asset types within the engine
- For more details about my work, feel free to reach out! this post
- Dungeon Delivery Game Content Development
- January 2024 - May 2024 (5 month)
- Developed “Dungeon Delivery”, a game successfully launched on both Android and iOS platforms. This involved porting an existing Unity C# project to our company’s proprietary C++ game engine
- For more details about my work, feel free to reach out! this post
- [Key Achivements]
- Reduced development time by at least 2 weeks by developing a C# to C++ conversion tool using the Roslyn API. This tool automates the porting of Unity C# projects to custom game engines, significantly streamlining the development process.
- Maintained and enhanced the network client logic for “Dungeon Delivery,” addressing various bugs and improving TCP/IP-based communication to enhance overall game stability and performance.
- Maintained secure server-client communication using the OpenSSL library, an open-source cryptographic toolkit, enhancing my understanding of network programming while ensuring the confidentiality and integrity of player data
Korea Gap Year
- Seoul, Republic of Korea
- Web programming internship through a university-industry cooperation program
- Sep 2020 - Dec 2020 (4 month)
- [Key Achivements]
- Independently developed two full-stack websites from scratch, utilizing HTML, CSS, JavaScript, Node.js, and MySQL.
- Achieved practical proficiency in database design and SQL by developing a web-backend application using MySQL
Personal Project
C/C++ Based Projects
Unreal Network MultiPlayer Project (2025.01 ~ now)
- Unreal Engine 5 C++ Multiplayer Shooter : Project
- [Key features]
- Replication techniques for fast-paced, competitive shooter games
- Program multiplayer matchmaking in Unreal Engine
- Custom game modes, custom match states, and use of the core classes used in multiplayer
- Own subsystem to manage online sessions
- [Achievement]
- Learned how the Game Mode, Game State, Player State, Player Controller, Pawn, Character, and Actor classes work in multiplayer
- Deepened my understanding of computer network programming by utilizing the Unreal Network Programming API
- [Key features]
Unreal 3D TPS Project (2024.11 ~ 2024.12)
- 3D third-party shooting game project using Unreal5 : Project
- [Key features] : 3D Shooting Game Logic using Unreal5
- [Achievement] : I was able to understand the basics of Unreal Engine 5
OpenGL based 3D Renderer (2024.06 ~ now)
- 3D Renderer Project using OpenGL Graphics API & C/C++ : Project
- [Key features]
- [Achievement] : Gained a deeper understanding of OpenGL 3.3 graphic API and computer graphics
Cross Platform 3D Game Engine (2023.01 ~ now)
- Personal Game Engine Project in which involves various game engine reloated features
- Project-Korean
- Project-English
- [Key features]
- Designed Cross-Platform Architecture ex) OpenGL, DirectX11 / Window OS, Linux OS
- Batching System: group multiple objects together for efficient rendering, improving performance by reducing draw calls
- Image Compression System (DXT, ASTC): Developed a compression system for textures using DXT, ASTC formats, reducing image size by up to 1/8 of the original, optimizing memory usage and performance.
- Event System: Designed and implemented an event-driven system to handle various game and application events efficiently, enabling better communication between modules.
- Realtime File Detector System: Created a system that monitors file changes in real-time, allowing for immediate updates during development without needing to restart or reload manually.
- Audio System using MiniAudio library: Integrated the
library for lightweight audio playback, providing high-quality sound processing with minimal system overhead. - Allocator System (Fixed Size, Variant Size, Redblack Tree Combination): Designed an efficient memory allocator system that combined fixed-size, variable-size allocation, and red-black trees, leading to a reduction of 1.5 GB of memory usage.
- Multithread System:
- Multi-thread update using JobSystem: Implemented a job system to enable efficient multi-threaded updates, improving performance by parallelizing tasks.
- Async Asset Load: Created an asynchronous asset loading system to load resources in parallel, reducing load times and enhancing the user experience.
- Custom Parser/Serialization Logic with various Formats (Json, Yaml, Binary, Cmake): Developed a custom parser and serialization system capable of handling various formats, including JSON, YAML, MessagePack, and CMake, enhancing flexibility and compatibility.
- Object Management System (Object Database, Object Handle): Designed an object management system to track and handle object lifecycles and prevent dangling pointers, reducing crashes by at least 50%.
- Entity Component System (ECS) (ENTT Library): Implemented an Entity Component System (ECS) architecture to manage entities and components efficiently, improving scalability and performance.
- Stack-based C++14 Coroutine System: Developed a coroutine system based on the C++14 standard, allowing for efficient and readable asynchronous programming within the game engine.
- [Achievement] : Developed core features supported by modern game engines like Unreal from scratch, enhancing my understanding of low-level operations.
Computer Network Projects (2024.01 ~ 2024.06)
- Computer Network Related Projects using TCP/IP, C/C++
- 1) Linux based HTTP Server : Linux HTTP Server
- 2) Windows IOCP Chatting Server : Windows IOCP
- 3) Windows BroadCasting Server : Windows BroadCasting
- [Key features] : Linux Based HTTP Server, Window Based IOCP, BroadCasting Server Feature
- [Achievement] : A foundational understanding of TCP/IP network programming principles and concepts.
Entity Component System Game (2022.12)
- Simple Console Game which applied Entity Component System (SparseSet, Archetype) : Project
- [Key features] : Archetype, SparseSet structure in Entity Component System (ECS)
- [Achievement] : In-depth understanding of ECS principles and architecture.
Pathfinding Algorithm Performance Comparison Project (2022.11):
- This project compared the performance of A* and Jump Point Search (JPS) algorithms in various pathfinding scenarios. : Project
- [Key features] : Finding 20 Thieves every turn with Path Finding Algorithm
- [Achievement] : In-depth understanding of A*, 4 direction JPS Algorithm
DirectX11 Based Water Rendering Project (2022.09 ~ 2022.11)
- This project implemented realistic water rendering using DirectX 11, incorporating HDR, post-processing, translucent rendering, and deferred shading techniques : Project
- [Key features] : HDR, Transparent Rendering, Deferred Rendering
- [Achievement] : In-depth understanding of PostProcessing Effect using DirectX11
DirectX11 Based 3D Death Door Game Project (Team Project : 3 pp)(2022.05 ~ 2022.08)
- As a member of a team developing a 3D Death Door game clone using DirectX11, I was responsible for integrating the FMOD audio system, implementing behavior trees for AI, utilizing thread pools for parallel processing, creating in-game editing tools, and developing particle effects
- Project-GamePlay
- Project-Editor
- [Key features]
- 3 Boss Monster Stages + 20 Kinds of Monster Content
- 3D Adventure Game using DirectX11 Graphic API
- IMGUI Tool System
- [Responsible For]
- Implement Monster AI using the FSM Behavior Tree pattern, where FSM manages states and the Behavior Tree handles dynamic decision-making for complex behaviors.
- Implement a Thread Pool for efficient asset loading and design a second-stage boss monster with multiple phases and advanced AI mechanics
- Developed Material Tool, Particle Tool, Animation Tool for IMGUI Tool System
- [Achievement]
- Knowledge on 3D Computer Graphic ex) 3D Frustum Culling, 3D Post Process Effects, Quaternion
- Learned the importance of addressing conflicts with a rational approach rather than emotional responses, ensuring smooth communication and conflict resolution while working as a team.
- Recognized the significance of managing emotions and maintaining a positive mindset to overcome challenges and keep the project on track
DirectX11 Based 2D Candy Crush Project (2022.03 ~ 2022.05)
- Developed a DirectX 11-based 2D game inspired by Candy Crush, employing 2D shaders, various memory pool implementations, and custom client-side logic for specialized candy effects. : Project
- [Key features]
- Special Candy Combination Logic
- [Achievement]
- Had a chance to apply diverse forms of Memory Pool Allocation (Stack, Fixed Size, Variant Size)
- Knowledge on 2D Shader Effects ex) Gray Color, Shapia Effects
- Experience of applying Two Pointer Algorithm when matching candies
- [Key features]
DirectX11 Based 2D Kirby (2022.01 ~ 2022.05)
- Developed a DirectX 11-based 2D Kirby game, employing the State Pattern for character and enemy state management, thread synchronization for efficient scene loading, a component-based architecture, and diverse monster and level designs.: Project
- [Key features]
- 5 Boss Monster Stages + 15 Kinds of Monster Content
- 2D Adventure Game using DirectX11 Graphic API
- IMGUI Tool System
- [Achievement]
- Knowledge on 2D Computer Graphic using DirectX11 ex) AABB Collision, orthographic projection
- Experience in component-based design
- Learnied various thread synchronization techniques such as mutexes and timers
- Developed a wide range of game content.
- [Key features]
WinAPI Based 2D 3Match Puzzle Project (2021.11 ~ 2021.12)
- Developed a 2D match-3 puzzle game using WinAPI, implementing a match logic system using depth-first search : Project
- [Achievement]
- Able to solidify my experience in game development based on the Win API
- [Achievement]
WinAPI Based 2D Relic Hunter Heroes Project (2021.07 ~ 2021.09)
- Developed a 2D action-shooting game, Relic Hunter Heroes, using WinAPI. : Project
- [Achievement]
- Gained my first complete experience in 2D game development
- Acquired skills in game development based on the WinAPI.
- [Achievement]
Web Programming Project
Remote Solar Panel Managing Application (Team Project : 4 pp) (2021.07 ~ 2021.08)
- Recognizing the need for real-time monitoring and fault recovery in remote off-grid solar energy systems, this application utilizes IoT technology, AWS, Ubuntu EC2, Node-RED, and MongoDB to provide a platform for remote interaction and maintenance : Project
- [Achievement]
- Gained my first experience in developing an IoT program.
- Become more familiar with backend development using Python and AWS.
- [Achievement]
Dander Match Platform (Team Project : 2 pp) (2020.05 ~ 2020.06)
- A platform designed for dancers and dance learners, offering features such as profile creation, class listings, and community building. Developed using HTML, CSS, MongoDB, and Node.js : Project
- [Achievement]
- Through a two-person team project, I gained my first experience in team collaboration
- Developed a wider range of web pages using JavaScript, HTML, and CSS.
- Deepened my understanding of MongoDB concepts and gained hands-on experience through a project that utilized MongoDB
- [Achievement]
Dance Academy Search Web Application (2020.03 ~ 2020.05)
- A web application built with HTML, SCSS, Framer-Motion, Flask, MongoDB, and Python, enabling users to easily search for dance classes by genre, time, day, or location. : Project
- [Achievement]
- As a first experience in web development, where I gained overall skills in technologies required for web development, including HTML, CSS, JS, and MongoDB
- As a first experience in web development, where I gained overall skills in technologies required for web development, including HTML, CSS, JS, and MongoDB
- [Achievement]
Skills
Programming Languages

- C++ is my primary programming language. I am a professional game engine programmer and use it every day.
- I am knowledgeable of modern C++; STL, move semantics, template, and many other recent features. I can apply advanced features to design and construct games and other applications with high performance.

- I have worked on projects involving CoreCLR and Roslyn Compiler API to bridge the gap between C# and C++.
- This experience has provided me with a deep understanding of C#’s compilation process and runtime environment.
Compiler API

- I have a track record of working with the Clang compiler, particularly in developing custom C/C++ parsing solutions.
- I’ve applied this expertise to create a C++ feature that mirrors the runtime reflection capabilities commonly found in languages like C#.

- By leveraging the Roslyn Compiler API, I have created a tool to automate the translation of Unity C# projects into custom C++ engine code.
- Through this process, I have gained extensive knowledge of C# syntax, including abstract syntax trees and syntax nodes.
Game Engine

- I’m independently developing a game using Unreal Engine. My current focus is on building a multiplayer shooting game.
Graphics API

- Through the development of a 3D renderer and a cross-platform engine using OpenGL, I’ve gained a solid foundation in computer graphics. My two-year journey with OpenGL has significantly enhanced my understanding of this graphics API.

- I’ve deepened my understanding of graphics programming by developing approximately five game projects and renderers using DirectX 11 during my job search. I’ve had hands-on experience with advanced techniques such as geometry shaders for particle effects and instancing for optimization.
Database

- My “4 months [Korea Gap Year]” internship provided me with a valuable opportunity to learn the basics of backend development using Node.js and MySQL. I successfully built a web application, gaining practical experience in database design and SQL. While I’m still developing my expertise in this area, I am excited to continue learning and applying these skills to more complex projects.

- During my web development projects, I consistently relied on MongoDB as my database solution. This hands-on experience has equipped me with a solid understanding of NoSQL databases, including MongoDB’s document-oriented structure and flexible querying mechanisms. Additionally, obtaining an SQL Developer certification and completing a database course has further solidified my foundational knowledge in database management systems
Certificates
- I have proactively pursued certifications to test my limits and acquire a well-rounded skill set. Through this process, I have strengthened my computer science fundamentals and ventured into new territories, including databases, Linux, and networking, beyond my game engine programming experience
Entry-level Linux certification (리눅스 마스터 2급)

- basic Linux certification that demonstrates my understanding of fundamental Linux concepts and commands
SQLD Developer (SQLD 개발자)

- Assesses the ability to perform basic SQL operations and utilization based on an understanding of data modeling.
Network Administrator Level 2 (네트워크 관리사 2급)

- basic computer network certification that demonstrates understanding of designing, implementing computer networks systems.
Engineering Information Processing (정보처리기사)

- A qualification demonstrating proficiency in carrying out comprehensive software development projects, encompassing requirements gathering, design, coding, testing, and post-deployment support.
CLA (C)

- certification programs on C Language skills offered by The C++ Institute, a leading global authority in C and C++ certifications
CPA(C++)

- certification programs on C++ Language skills offered by The C++ Institute, a leading global authority in C and C++ certifications