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.
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Sep 2023 – Jun 2024
Clockwork Nabi
Indie game project — prototyping visuals, shaders, and gameplay effects.
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Mar 2025 – May 2025
Red's Recipe Run
Indie game project — implemented effects, lighting tweaks, and performance passes.
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Jun 2025 – Aug 2025
All Walks Internship
Game development team — contributed tools and rendering polish; collaborated cross‑discipline.
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Sep 2025 – now
KRAFTON Game Tech Lab
Current role — focusing on real‑time rendering, optimization, and engine features.
Selected Work
A few small demos and experiments focused on real‑time graphics.
PBR Spheres
Microfacet BRDF with image‑based lighting; roughness/metalness sweep and HDR environment.
SSAO
Screen‑space ambient occlusion with TAA resolve and denoise pass.
GPU Cloth
Position‑Based Dynamics on compute; constraints and wind forces.
Path Tracer
Progressive PT with MIS and BVH; sky and emissive lights.
Water
FFT ocean surface with normal maps and screen‑space reflections.
GPU Particles
Millions of particles using compute + indirect draw.
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.