Jae have worked as Technical Director, Tools Programmer, and Senior VFX Artist at Riot Games, Disney, Blizzard, ThatGameCompany, and Sony.

Specialities in realtime CGI tools/tech development, and game development/design.

Jae developed award-winning game called BestLuck which made Top Paid #3 in U.S app store and Top Paid #1 in U.K app store as sole developer.

Jae have awarded Google DevArt Top 20 Shortlist for creating art with programming.

Jae enjoy using Unity, Unreal Engine 4, Houdini as main tools with C++, C#, glsl and Javascript.


Engineering Tools / Experience Design, Lead

2018.4 - Current

    • GLSL Shader driven procedural shape generation for visual interface
    • C++ for general implementation of game related components/UI/tools for iOS/AppleTV/macOS
    • WebGL/Javascript/Html5/CSS3 (Three.js) for prototyping complex visual interfaces
C++, GLSL, Maya

Riot Games

R&D / Tech Art / VFX, Principle

2016 - 2018

    • Developing tools/gameplay components for multi-platform game (iOS, Android, PC)
    • Curve based procedural mesh generation tool for Unity
    • GLSL shader pipeline for current game for Unity
      • Struct / functions and so on / UI for shader inspector
    • Custom UI development / profile / optimize systems to remove bottlenecks and improve performance
    • Object movement using curve (arc-parameterization to get accurate distribution) in Unity
    • Velocity field generator for Unity
    • Visual art asset management related tools/gameplay programming
      • Faster iteration for specific gameplay feature for visual designers (Targeting / Timeline Tool)
    • Data from Houdini to Unity with JSON for custom data export (Ashe frost)
Unity, C#, GLSL, Python, Houdini

Reload Studios

Tools Engineer, Lead

2014 - 2016

    • Gameplay programming for VR Online FPS games in Unreal Engine 4
    • Creating API for UE4 to have interface for Sony Move, Razor Hydra and Leap motion (At the time - it was not support by UE4)
    • UI development to work with joystick and VR controller (Character selection / Item selection)
    • Mesh sequence player for UE4
Unreal Engine 4, C++, Python, Houdini 


Visual Effects Technical Director, Lead

2012 - 2014

    • Custom shader development - ice volumetric shader
    • Visual effects pipeline programming - animation scene setup / update tools
    • Disney's cartoon styled fluid simulation development for Frozen - Elsa Magic Dress Transformation, Olaf Creation Magic, Elsa Magic in Houdini / Maya
    • Various challenging visual effects shader programming for Big Hero 6, Frozen and Wreck It Ralph.
    • Worked on their mobile internal app for desert menus in the studio
Houdini, Python, Javascript, HTML, NodeJS, VEX Shader


Senior VFX Artist

2009 - 2012

3dsMax, maxscript, Python

Sony Imageworks

Technical Director


Houdini, VEX Script Language

CIS Hollywood

Technical Artist


    • 3d Max tool development for cg artists and automation tool for better iteration
    • CGI for G.I.Joe, Watchmen, Tropic Thunder, Mummy lll, Beverly Hills Chihuahua, Red Dawn
3dsMax, maxscript

Digital Dimension

Digital Artist

2006 โ€“ 2008

    • General CG modeling, rigging, animation for feature film: Get Smart and Pink Panther II

Awards ๐Ÿ†

"Winner โ€“ Best Game Design" Golden Joystick Awards -

June 2017

Solo developed Indie-game BestLuck

"Winner โ€“ Best Overall Game " Golden Joystick Awards -

June 2017

Solo developed Indie-game BestLuck

Google Chrome Experiment "Official Selection"

Aug 2016

Machine learning web based application that read emotion from peopleโ€™s face drawing


Google Devart Competition "Top 20 Shortlist"

Apr 2014

Leap motion interfaced interactive map explorer got selected as top 20 shortlist


"Official Selection" Showcase of MIX 2017 @ E3 - USA

July 2017

Solo developed Indie-game BestLuck

"Official Selection" Showcase of IndieCade - USA

October 2017

Solo developed Indie-game BestLuck


September 2017

Solo developed Indie-game BestLuck

"Heat Finalist" Nordic Game Discovery Contest - Denmark

Apr 2017

Solo developed Indie-game BestLuck

"Official Selection" Showcase of Game Happens 17 - Italy

Apr 2017

Solo developed Indie-game BestLuck


Programming Language

C#, C++, Javascript, Python, HTML5

Game Engine

Unity, Unreal Engine 4, PhaserJS(HTML5 Game Engine)

Shading Language

GLSL, Houdini VEX

Interactive Frameworks

ThreeJS, OpenFramework, Processing, p5.js

3D Packages

Houdini - Procedural CGI, Fluid Simulation, RBD, Particle Animation
Blender, Maya - Modeling, Rigging, Texture, Animation
3dsMax - Fluid Simulation, Particle Animation

Front End / Back End Frameworks

AngularJS, NodeJS, ExpressJS, MongoDB, Ionic (Hybrid App Development)


After Effects - Motion Design, Editing
Aesprite - Pixel Art, 2D Animation
Photoshop, Nuke,(sprite art tool)


2017 April, Nexon Developer Conference (NDC), Seoul, South Korea - "Creating procedural mesh in Unity"

2016 May, TreeNode, Busan, South Korea - "Implementing art with fast-evolving CG technology"

2014 May, Seokang University, South Korea - "Coding the art in CG"

2014 April, CT Forum, Seoul, South Korea - "Visual Effects in Frozen"

2014 April, 25Frame, Seoul, South Korea - Interview

2013 November, PISAF, Bucheon, South Korea - "As an artist working in mainstream animation industry"

2013 September, ACE Fair, Gwangju, South Korea - Consulting for developing South Korea CG industry

2012 November, VFXLab, South Korea - "Houdini Art"

2012 November, HongIk University, South Korea - "CG Art"

2010 July, CGLand - "Emotional visual effects"

2010 Jan-Mar, 3D Artisan - Lecturing FumeFX

2009 June, Young Power - "Youngest FX Artist in Sony Pictures Imageworks"