Another Earth (Burning Galaxy)

Another Earth - MMOSNG /  UGC

Soft Launching Trailer 2022


Soft Launching Trailer 2023


Avatar Live Mode






[TechnicalArt] New IP

Developed by Unreal Engine 4
Worked on as below,
- Material Creation for Character and Environment
- Optimizing Graphic Asset
- Co-working with Engine Team to improve Engine tools
- Improve Rendering Quaility for HDR, PBS(Physically Based Shader)
- R&D Graphic Features for Graphic Fidelity
- Character Customization Prototype and Development

[TechnicalArt] 3on3 freestyle

Basketball game with developed on Unreal Engine 4
released on PS4, Xbox, Steam
Worked on as below,
- Event, Effect Material Creation
- Graphic Optimization / Platform Changes
- PhysicX Clothing Simulation
- Chacter Creation Pipeline Tool for better production

[TechnicalArt] Gunship2VR Cinematic Trailor

VR Project : developed in Unity 3D engine.
released Samsung Occulus, google DayDream, Steam
Worked on as below,
- Foundation of VR Platform and Optimization for Technical Requirements
- Support Client to solve technical issues
- Cinematic Trailor and Motion Capture / Facial Morph Animation
- Participated and Led a Environment Team to create Levels and Assets

[TechnicalArt] BLESS Open Beta

BLESS, MMORPG, developed on Unreal Engine 3

I worked on as below,
1. Optimization on Character / Environment Asset
2. Profiling BottleNeck Area for Streaming world
3. Fixing Bugs related to Server Geometries and Various Volumes
4. Managing Cooking Process and Fixing up Redirectors
5. Controlling Patching Process on Live

[TechnicalArt] Character Customization

BLESS, MMORPG, Developed in Unreal 3 Engine.

This shows how the Bless Characters are created by the customization system which I have been involved technically.

- MorphTarget 5parts (forehead/eyes/nose/mouth/ear)
- NormalTexture Blending
- Bone Controls (face/body)
- Cosmetic (eyeshadow/eyeliner/eyelash/blusher/lipstic)
- Over 180 parameters to create a character
- 10 different Body types



[TechnicalArt] Character Pipeline, Forge

BLESS, MMORPG, Developed in Unreal 3 Engine
This is what I have been working for Character Pipeline in BLESS.
The Trailer is prepared to show the technology and Artistic Quality of the Forge for Korean Game Conference, 2013.

- Massive Character Data Pipeline
- Character Customizing Tool, Forge in UE3
- In-House Tool Support


<Character Pipeline, Forge>

[TechnicalArt] BLESS - WolfBoss Transform

BLESS, MMORPG, Developed in Unreal 3 Engine
I have used listed Techniques to accomplish the Demo.

- DX11 Tessellation
- Morph Target
- Morph Animation
- Material Variation


[TechnicalArt] BLESS Trailer, 2012


BLESS, MMORPG, Developed in Unreal 3 Engine
Released New Trailer for Gstar 2012, Asia Game Show held in Korea.
- Supported Cinematic Team with Matinee for In-Game Cameras
- Supported Animation Team with Various Tools for shortened work schedule
- Setup Additional Lights for Indoors and Build Levels
- Solved problems related to Character Parts System
- Optimized Character Assets for better performance with Simplygon and Material Composition for LODs

- Material Creation(Shader) / Physic Assets
- Integrating New Motions and Setting Balance in Animation Blending System
- Improving Contents Creation Pipeline for Artists and Animators





<Official Trailer for Gstar>


<Trailer for Environment focused>

[TechnicalArt] BLESS Trailer, 2011


--> Working in conjuction with Art Team Leaders and Programers
--> Advising and Informing to Art Directors to make decisions for upcoming Issues
--> Actively dealing with various problems in development


<Contents>
- Better UpperArmTwist & Shoulder Rigging with Biped
- Hip & ThighTwist Setups with Biped
- Skinning Charaters(with Automation Tool)
- Develop CharacterCustomazingSystem co-working with Engineers
- Prototyping Character and Animation related Assets
- Creatation PhysX Assets such as Destructibles and Clothing
- Material Creation for Various Character & Environment Assets
- Providing Various Test Assets to Engineers

<In-House Tool Development>
- SkeletalMesh Pipeline Tool (management tool for huge character data)
- CharaterPartsTool (automation tool for character parts seperation)
- CharacterDeformer (tool for deforming archetype to other gender and tribes)
- SecondaryAnimationTool (tool to assist skirt and hair animation)
- FileCombiner (mangement tool for merging files)
- MaterialReLinker (automation tool for re-link missed textures in 3ds Max files )
- FBX exporter (customized export tool for Bless Project)
- MeshClearner (automation tool for checking defects)
- Facial-Rig Control Tool (tool to assist facial rigging setup)
- UV Mapper (tool to assist UV remapping) 

<Documentation/Presentation>
- Introduction for New In-House Tools
- Best Parctice for Environment & Character Creation in Unreal
- FBX Pipeline with 3D Package
- LOD Pipeline for Environment & Character with Simplygon
- Customizable Character Parts System
- Introduction New Engine Features to Artists Monthly based









Finally, The game is unveiled at Gstar 2012 : http://www.gstar.or.kr/eng/index.asp

[EnvironmentArt] BatteryOnline

- Polishing Levels (Lights, Fog, PostProcess)
- Optimizing Levels (LOD, Culling, Occulusion)
- Creating Contents (Terrain, Buildings, Props)
- Improving Materials for Assets
<ARTIC>

  


  





<MOSCOW>
 




 
 



[TechnicalArt] BattleFieldOnline


- Converting Package Assets into Proper Online Assets
- Optimizing Levels (LOD, Culling)
- Creating Contents for Localization (Terrain, Buildings, Props)
- Character Customizing System
- Rigging New Character Items



[TechnicalArt] NBAOnline

- Converting Package Assets into Proper Online Assets
- Optimizing Levels, Characters (Polygons, Textures)
- Prototyping for Localization (Characters, Costumes, Items)
- Updating New Assets into Engine
- Managing Outsourcing (Virtuous in China)