Don Lee Email and Phone Number
Key Achievements in Game DevelopmentLightmap Generation System Development (2007)Developed an advanced lightmap generation system and associated editing tools using C++ and DirectX 9, a project that took one year to complete. This system significantly improved the graphical rendering capabilities of game environments, leading to more realistic lighting effects.Pathfinder Navigation System (2011)Implemented an advanced pathfinding navigation system for ground unit movements. This system was later expanded to include the development of a "level tool" for stage creation, which streamlined game design workflows and enabled the creation of more complex stages.Comprehensive Game Tool Development (2011-2022)Created various game development tools over an eleven-year period, focusing on increasing automation and productivity within projects. This experience deepened my appreciation for game tool programming and underscored its critical role in streamlining development processes and enhancing overall output.Technical ProficiencyProgramming Languages:C++ (50%)C# (50%)Game Engines:Unreal Engine (40%)Unity (40%)Proprietary Engines (20%)Development Focus Areas:Client-Side Development (90%)Server-Side Development (10%)Game Logic Programming (30%)Game Tool Programming (40%)Game Engine Programming & Optimization (30%)Specialized in:Navigation Systems and Unit Movement Mechanics (30%)Real-Time Game Graphics (30%)FSM Unit Skill Actions and Collision Management (20%)Performance Optimizations (20%)Professional InsightMy broad experience in game programming covers various areas of the industry, with a strong track record of developing commercially successful gaming tools and technologies. I have a well-rounded skill set in multiple programming languages and engines, with a particular focus on both client-side and tool development. This reflects my versatility and dedication to maintaining high standards in game development.
Morai Inc.
View- Website:
- morai.ai
- Employees:
- 5
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Simulation Software ProgrammerMorai Inc. May 2024 - PresentSeoul, South KoreaFlight Simulation Software, Unreal Engine 5, C++MapTool -Converted mesh vertex coordinates based on the Earth coordinate system -Resolved floating-point precision gap issues related to coordinate transformationJoystick Aircraft Control -Controlled aircraft movement and attitude based on a joystick controller -Managed quaternion-based rotation controls and resolve gimbal lock issuesOptimization and Multithreading Stabilization -Optimized multithreaded performance for camera sensor render targets -Resolved multithreading inter-corruption issues within the projectGame Operation on Linux Platform -Resolved various third-party library Linux build issues -
Simulation Engineering ProgrammerKeti(Korea Electronics Technology Institute) May 2023 - Apr 2024Bundang-Dong, Gyeonggi, South KoreaCar Games, Autonomous Driving Simulation, Unreal Engine 5, C++Autonomous Sensor Functions, Data Visualization ImplementationDevelopment of Sensor Features: Lidar, Radar, IMU, RGB Camera -Sensor Implementation Based on CPU Parallel ProcessingLidar Sensor, Creation of RayTracing Custom Global Shader for Laser-based Sensors Optimization -Reference: https://www.youtube.com/watch?v=2SFRx4j2N7k -360degree Around 2,000,000/sec Ray Treat -Z-Reversed Matrix based Capture 3D Projection RayRadar Sensor, Circle Arc Angle Front Detection, Object Velocity ProcessingGyroscope Sensor2023 Korea Electronics Show, Autonomous Driving Simulation Exhibit -
Game ProgrammerSupercat Inc. Sep 2022 - May 2023대한민국 경기도 분당동mmorpg, ProjectG, C#, C++, Navigation, Unity 2021ltsNavigation (Recast Detour) and Base Movement Server-Client Implementation -Porting and Application of Recast Detour C++ Library Project(Recast Ref : https://github.com/recastnavigation/recastnavigation) -C++ <-> C# Interlanguage Serialization Buffer Communication -Navigation-based Movement Processing for All Units on Server-Client -Navigation Build Production Tool -NPC Spawn Circle Radius Random Distribution Applied Equally -Implementation of Navi based Moving Skill ActionsLevel Map Tool Creation -
Game ProgrammerSmilegate Aug 2021 - Apr 2022Seongnam, Gyeonggi, South KoreaUnreal Engine 4, Unreal Engine 3, C++, FPS, Engine Client ResponsibilityCrossfire UE3 Project -Various attempts to stabilize due to device loss issues in UE3 based on DirectX9CrossfireX UE4 Project -Identification and improvement of performance degradation causes under high instantaneous load -Online Store on Game Lobby -
Game ProgrammerNcsoft Mar 2021 - Jul 2021Seongnam, Gyeonggi, South KoreaUnity, C#, Map Tool Creation, AR Mode Development, 3 Matching Puzzle GameMap Tool Creation -Stage Creation Tool -Automation and Mapping of Batch Unit Texture BuildsAR Mode DevelopmentOutline Shader Improvement -Replacement with Smooth Normal Outline Shader due to Existing Outline Breakage Issues -
Game Software ProgrammerNeowiz Corp. Aug 2017 - Jul 2020Seongnam, Gyeonggi-Do, KoreaRound8 Team Bless Unleashed Project Engine Team, Unreal Engine 4, C++, C#, Console, MMORPG, North American ReleaseNPC Character Creation and Editing Tool Development-Character Customization (Deformation, Material, Parts) Property Editing Tool-Mesh Merge Asset Saving Function for Individual Character Parts-Commandlet Iteration for Mesh Merge Tool Function Across All NPC AssetsMain Character Customization Tool CreationAnimation Viewer Tool Development -Purpose of Checking Sequential Actions and Root Motions by Part Equipment SettingsWorld Mesh Merge (Hierarchical Instanced Static Mesh) Tool Customization -Automatic World Mesh Merge Tool Customization in Unreal Level EditorVolumetric Clouds -1/3 Computational Speed Optimization Improvement -Solving Cloud Rendering Cracking Issues in Dynamic Resolution -Resolution of Stratus Cloud Texture Pattern Issues -Addition of Cloud Art Control ParametersLevel Streaming Environment Volume -Interpolation of Environmental Parameters for Smooth Transition Between Environment Volumes When Switching LevelsUnreal Indirect Lighting Cache (Volumetric Lightmap) Enhancement -Solving Dynamic Mesh Rendering Issues on Xbox OneUnreal Hair Shading Improvement -Solving Light Emission Issues in Hair Areas of 1/5 UnitsClient and Engine Computational Load Optimization e.g., RenderTargetPool, FString, etc.Dialogue Tool Development - Dialogue Tree View and C# Editing ToolQuest Editing Tool Creation - Quest Condition Goals Table View and C# Editing ToolContinuous Stabilization Work Before and After ReleaseRelease Ref: https://www.youtube.com/results?search_query=bless+unleashed -
Baseball Sports Game ProgrammerGolfzon Dec 2015 - Jul 2017Seoul, South KoreaBaseball Game, Baseball Pitching Game Development, Unity, C#, Mecanim, PCDevelopment of Strike Zone Pitching Mode -Calculation of ball direction and speed values from object movement sensors for in-game judgment metrics -Creation of Pitching Mode Defensive (Catcher, Pitcher, Left/Right Fielder) Action Events and Judgments -Development of Pitching Mode Cinematics and UI Features -Creation of Animation Motion Interpolation, Judgments, and Events Based on Catcher Position -Kiosk Client Development -Optimization and Handling of Reported Errors During ServiceImplementation of Real-Time Video Recording and Game Video Composition in-game using ffmpegRelease Reference: https://www.youtube.com/results?search_query=스트라이크존+피칭 -
Game ProgrammerNetmarble Oct 2013 - Mar 2015Guro-Gu, Seoul, KoreaMORPG Puzzle, Dynamic Loading, Patch System, Optimization, Unity 4, C#, MobileImplementation of Dynamic Resource Loading and Dynamic Placement -Separation of Execution and Resources, Dynamic Placement During Scene LoadingDevelopment of Patch and Patch Automation EditorClient Network Stabilization and Improvement -Post-Connection Loss Handling and Subsequent Game Continuity ProcessingImplementation of Auto-Battle Based on Damage Priority WeightingOptimization of Game Loading Time and MemoryRelease Reference : http://www.hungryapp.co.kr/bbs/list.php?bcode=cubestriker -
Game ProgrammerNexon Korea Nov 2011 - Apr 2013Gangnam-Gu, Seoul, KoreaAOS Genre, Skill Development, Shader, Tool Creation, Unity 4, C#, PCFSM Character Skill Action Controller Development -Character Skill CreationCharacter Animation Tool Development -Editing Character Animation Flow: Metrics, Speed, Skill Flow, and Blending Parameters -Mounting Specific Parts and EffectsCustomization of Collision Detection -Custom Action Collision Detection: Sequential Control of Multiple Colliders per Skill -Improved Collision Detection for Projectiles (Addressing Issues with Projectiles Occasionally Passing Through Objects)World Mesh Merging -Merging All World Meshes per Hierarchy in the Game (Improved from 5000 to 300 DC)Customization of Unity Internal Light Shader’s Attenuation Lighting -Implementation of External Parameter-Controlled Lighting Shader Attenuation Computation Reference: https://blog.naver.com/egohim/70143384869Effect Customization -Creation of Parameter-Controlled Effects (e.g., Particle Effects, Sword Effects) Based on Start and End SettingsUI Development -Mini-map Coordinate Transformation, Health Bars, Game Time, Score, Skill Cooldown Implementation -
Game ProgrammerKuno Interactive Ltd. Nov 2010 - Oct 2011Seongnam, Gyeonggi, South KoreaDefense Game, Pathfinder, Level Tool, PS3, C++, Mobile, Unity, C#PS3 Research and Prototype Development -Developed PS3 Prototype Using PS3’s Own Engine for Unit Movement and Collision DetectionPathfinder Creation and Ground Unit Movement -Manual Implementation of A* Pathfinding Due to Lack of Unity Pathfinding Features at the Time -Development of Ground Unit Movement Based on Pathfinding -Collision Handling Between Ground Units During Pathfinding MovementDevelopment Reference: http://blog.naver.com/egohim/70103894518Aerial Unit Movement Development -Development of Aerial Unit Movement Using Bezier CurvesLevel Tool Development -Creation of a Grid-Based Tool for A* Movement and Aerial Unit Path Creation for Each StageEffect Development -Implementation of Projectile, Laser, and Trail Renderer (Sword Effects)Release Ref : https://www.youtube.com/results?search_query=디펜스테크니카 -
Game ProgrammerWebzen Inc. Oct 2006 - Oct 2010Seocho-Gu, Seoul, KoreaWebzen Engine R&D Team, Proprietary EngineMMORPG, Engine Team, Proprietary Engine, Used in 3 In-House Projects, DirectX9, C++, MFCEngine Optimization -Optimized bottleneck functions by prioritizing deferred functions -Reduced bottleneck of searching by unit type per Octree node each frame by using array index access -Optimized calculations and frequency of collision checks between nearby units -Extended life cycle for memory release types -Optimized animation keyframe displacement storage, reducing memory usage by 50% compared to the previous implementation (1/4 of memory usage)Lightmap Build Development -Developed sub-calculations, light and shadow calculations, K-D Tree, Ray Tracing, Rasterization, Image Packing, and output, including speed optimization algorithms -Integrated Lightmap Build Editing Tool into the Engine World ToolDevelopment Reference : https://blog.naver.com/egohim/70032187313Webzen MU Online Team, ClientMMORPG, Proprietary Engine, C++, OpenGL, MFCOptimization -Added Profiler -Reduced Loading Time from 40 Seconds to 20 Seconds -Optimized GL FunctionsStabilization -Fixed Memory Leaks Across the Board Due to Intermittent Crash ReportsDeveloped MU Season 5 Client -Created Boss with 3 Phases and Sword Skills Like "Ignium Blade" (Hand-Coded)Shader-Based Rendering Development
Don Lee Education Details
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Computer/Information Technology
Frequently Asked Questions about Don Lee
What company does Don Lee work for?
Don Lee works for Morai Inc.
What is Don Lee's role at the current company?
Don Lee's current role is Experience in developing and optimizing large-scale game world systems and simulations, Unreal Engine. Expertise in MMORPG, simulation, flight, driving, navigation systems, multithread, rendering, Linux, XboxOne, DirectX.
What schools did Don Lee attend?
Don Lee attended Hanyang Cyber University, Doowon Technical University College.
Who are Don Lee's colleagues?
Don Lee's colleagues are Eun Ji Jeon, Mina Jung, Heewon Jung, Hyunseok Yang, 이승연, 조혜인, Jinha Kim.
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