Game feel first
Tight controllers, readable physics, and juice — coyote-time, input buffering, and camera work that make a game feel good in the hand.
Gameplay & graphics programmer · Seoul
From arcade physics to custom shaders and a from-scratch engine — a portfolio of shipped games and the tech behind them. Every screen and the data behind it are yours to edit.

How I work
Gameplay that reads clearly, tech that holds its frame rate, and tools that make the rest of the team faster.
Tight controllers, readable physics, and juice — coyote-time, input buffering, and camera work that make a game feel good in the hand.
Comfortable in Unity and Unreal, and just as happy in a from-scratch C++ engine — ECS, renderers, streaming, and the edge cases that break builds.
Every project below crossed the finish line — a store page, a locked frame rate, and the concrete outcome, not just the tools.
I'm open to gameplay, graphics, and engine roles — full-time, contract, or a game jam. Reach out and let's talk.
Selected games
A handful of shipped titles and tools. Click any card to read the role, engine, and impact.
FeaturedAn arcade drift racer built in Unity with hand-tuned physics, a custom rim-lit shader stack, and a replay-ghost system.
FeaturedA hand-drawn metroidvania in Unreal Engine 5 with a fluid combat system, interconnected map, and data-driven boss design.

A from-scratch 2D game engine in modern C++ with an entity-component-system core, hot-reloadable assets, and a Vulkan renderer.

A turn-based mobile tactics game built in Godot with grid combat, an AI opponent, and cloud-synced campaigns.

A cross-engine real-time VFX and shader toolkit — node-authored effects that compile to HLSL and GLSL for Unity and Unreal.