Profile
I am a game developer active under the aliases Clerin and Nikuname. I focus on game client development, graphics programming, and engine architecture.
I have developed gameplay and client systems with Unity and Unreal Engine. In projects using DirectX 12 and OpenGL, I have directly implemented foundational components such as rendering pipelines, resource management, and development tools.
I value the connection between technical foundations and player experience. Building on my client and graphics implementation experience, I aim to work in client development and technical art while considering visual expression, runtime performance, and content-production workflows together.
External Links
Core Strengths
Game Client Development
- Gameplay and in-game logic with Unity and
Unreal Engine - Game client development centered on
C# - Experience implementing content and development tools
Graphics and Engine Implementation
- Rendering pipelines with
DirectX 12andOpenGL - 2D projects with
WinAPI/Direct2D - Engine architecture, resource management, and lightweight editor and profiler development
Featured Projects
DirectX 12
NOTECatch & Cook
- Period: 2025.01.02 ~ 2025.05.27 (5 months)
- 2025 graduation project at Korea Polytechnic University
A capstone project built with
DirectX 12andMSVC C++20. Without using an external game framework, I implemented everything from the engine foundation to the game content.
- Core and game-logic framework design
- Rendering pipeline architecture design
- Resource management system implementation
- Lightweight editor and profiler development
- Game content implementation
View jinhyeonseo01/CatchAndCook on GitHub.
Unity
NOTEBattle of Fame
- Period: 2019.08.29 ~ 2019.08.31 (2 nights, 3 days)
- Entry for the 2019 Korea Youth Game Jam · Top Award
An online matchmaking game developed by a five-person team. Using a self-made event-based asynchronous C# game server library, I designed and implemented the dedicated-server architecture.
- Main server architecture design and implementation
- Unity client in-game logic development
OpenGL
NOTEOpenGL Graphics Project
- Period: 2023.11.25 ~ 2023.12.05 (2 weeks)
- 2023 OpenGL graphics project at Korea Polytechnic University
A graphics project built with
OpenGL (GLEW)andMSVC C++17. I implemented the basic structure of a graphics pipeline while organizing how shaders and game mathematics are used.
- Graphics pipeline structure implementation
- Shader-based rendering setup
- Application of game mathematics concepts
WinAPI / Direct2D
NOTERhythm Engineer
- Period: 2023.05.24 ~ 2023.06.10 (2 weeks)
- WinAPI + Direct2D project at Korea Polytechnic University · course-exhibition entry
A 2D rhythm game built with
WinAPIandDirect2D. I focused on analyzing the elements that shape play feel and implementing them through game logic and feedback.
- Experimentation with the logic-pipeline structure
- Analysis of the elements that create satisfying hits
- Exploration of how interaction feedback affects the player experience
View jinhyeonseo01/Project-RhythmEngineer on GitHub.
Experience and Activities
I began team game development in middle school and have built experience through game jams, training programs, and university projects.
2020 ~ 2026 · University
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Department of Game Engineering, Korea Polytechnic University
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Engineering Exhibition · Graduation Project: Built the graduation project
Catch & Cookover five months withDirectX 12andMSVC C++20, from rendering pipeline design to content implementation. It was selected as an outstanding recommended work and received a specialization scholarship. -
Course Exhibition: Developed the
WinAPI(Direct2D)-based 2D rhythm gameRhythm Engineerin two weeks, submitted it to the university exhibition, and received an Encouragement Award.
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2017 ~ 2019 · High School
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2019 Korea Youth Game Jam: Developed
Battle of Famewith a five-person team over two nights and three days. I handled main-server development and Unity client in-game logic, and the project received the Top Award. -
Netmarble Academy, Cohort 3 (2018.03 ~ 2018.12): Served as team lead and lead programmer for Team Sinabro, developing a Unity-based coding-learning game project that received an Excellence Award.
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School Software Activities
- Entered the school software competition every year for three years, developing a 3
TPS survival royale game, a VR rhythm game, and a VR shooting game. Received Top and Excellence Awards. - As the learning-team lead in a major-related club, delivered a Unity Fundamentals course covering editor use and C# fundamentals.
- Entered the school software competition every year for three years, developing a 3
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Hackathons and External Activities
- Participated in the 16th AppJam for two days and one night.
- Participated in the 14th AppJam for two days and one night.
- At STAC, contributed to planning, idea proposals, and client development for Team Hyojason. I participated from the preliminary round through the early part of the finals.1
2014 ~ 2016 · Middle School
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Indigo Blue: Worked as a sub-programmer for two years.
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Released
SPLIT BULLET: Steam, OneStore, Google Play Store, TapTap -
At Busan Indie Connect Festival (BIC), operated a booth for four days and was nominated for the Design Award.
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Received the Gold Award at the 2016 Global Indie Game Development Competition (GIGDC), Middle and High School Production Division.
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2016 Global Software Education Forum: Participated as part of a middle-school software-leading-school program and received the Korea Foundation for the Advancement of Science and Creativity President Award.
Awards
Major Awards
- 2019 Korea Youth Game Jam — Top Award ·
Battle of Fame - Netmarble Academy, Cohort 3 — Excellence Award
- 2016 Global Indie Game Development Competition (GIGDC), Middle and High School Production Division — Gold Award · Korea Creative Content Agency President Award ·
Split Bullet - 2016 Global Software Education Forum — Grand Prize · Korea Foundation for the Advancement of Science and Creativity President Award
School Awards
- University
- 2025 Korea Polytechnic University Department of Game Engineering Graduation Project Engineering Exhibition — Outstanding Recommended Work · Specialization Scholarship ·
Catch & Cook - 2022 Korea Polytechnic University Department of Game Engineering Course Exhibition — Encouragement Award · Specialization Scholarship ·
Rhythm Engineer
- 2025 Korea Polytechnic University Department of Game Engineering Graduation Project Engineering Exhibition — Outstanding Recommended Work · Specialization Scholarship ·
- High School
- School Software Competition — Top Award · three times from the first through third years
- School Academic Competition — Encouragement Award
Education and Qualifications
Education and Training
- Graduated from Korea Polytechnic University · 2020.03 ~ 2026.02
- Completed Netmarble Academy, Cohort 3 · 2018.03 ~ 2018.12
- Graduated from Sangil Media High School · 2017.03 ~ 2020.02
Other Public Work
View Other Public Work
Published on the Unity Asset Store
- Scene Object Json Exporter
C# Network Library
- SimpleNetwork2
C++ Study Project
- Graphics mathematics study and console rendering
GameMaker Game Released on Steam
- SPLIT BULLET
AI-Assisted Web Development
- Game Developer MBTI Personality Test
Footnotes
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The competition schedule overlapped with university admissions, so I handed over the team-lead role and concluded my participation. ↩