Graphics Programmer

I build real‑time rendering tech — shaders, GPU systems, and engine features.

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Timeline

Scroll to follow my journey — projects, internships, and roles.

  1. Sep 2023 – Jun 2024

    Clockwork Nabi

    Indie game project — prototyping visuals, shaders, and gameplay effects.

  2. Mar 2025 – May 2025

    Red's Recipe Run

    Indie game project — implemented effects, lighting tweaks, and performance passes.

  3. Jun 2025 – Aug 2025

    All Walks Internship

    Game development team — contributed tools and rendering polish; collaborated cross‑discipline.

  4. Sep 2025 – now

    KRAFTON Game Tech Lab

    Current role — focusing on real‑time rendering, optimization, and engine features.

Skills

Languages

  • C/C++
  • HLSL / GLSL / WGSL
  • CUDA / OpenCL

APIs & Engines

  • Vulkan, DirectX, OpenGL
  • Unreal, Unity
  • WebGPU, WebGL

Topics

  • PBR, GI, AA/TAA
  • Compute, GPU culling
  • Profiling & tools

About

I’m an aspiring graphics programmer interested in real‑time rendering and GPU systems. I enjoy building shaders, experimenting with new techniques, and turning research into practical, high‑performance implementations.

I’m currently seeking opportunities (internships or junior roles). If you think I might be a fit, I’d love to chat.