Eugene Rho

Eugene Rho Email and Phone Number

Engine Team Leader and Graphics Programmer Expert @ NetEase Games
Beijing, China
Eugene Rho's Location
Chaoyang District, Beijing, China, China
Eugene Rho's Contact Details

Eugene Rho personal email

n/a
About Eugene Rho

I have 20 years of experience in the game industry. I am a programmer and love to study graphics technology. I developed my own game engine and several game projects.In NCsoft Korea, I developed AAA quality mobile games and studied many techniques. At the same time, I managed the programming team.After this project, I decided to go to China, because of my private reason and looking forward to a new challenge.In Perfect World China, I developed new graphics technologies that no one has ever done. In the highly competitive game industry, I am most interested in developing the only competitive technology and successfully applying it to projects. I attach a video link that describes the technology I developed.https://youtu.be/N2I2x3-TH34I am currently R&D-ing a novel new technique that can dramatically improve rendering performance at Netease Games. And at the same time, I managed the engine team. When this technique is complete, I will release a video & paper of the research results.I like study & research new techniques always, and more like creating a beautiful code framework, devise new ideas, and implement them. I think I have optimization skills and creativity.I can read and write English materials, but I still lack a lot of listening and speaking skills. I hope to meet a work environment that can improve this ability.I can speak Chinese and Korean.Thank you.mail: forour@naver.comwechat ID: eugene-rhokakao talk ID: forour* I won't go to Papergames, because of their rudeness to other countries. Don't try to contact me.* 我不去叠纸游戏因为他们对他国的无礼貌。不要试图跟我联系。

Eugene Rho's Current Company Details
NetEase Games

Netease Games

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Engine Team Leader and Graphics Programmer Expert
Beijing, China
Website:
neteasegames.com
Employees:
4519
Eugene Rho Work Experience Details
  • Netease Games
    Engine Team Leader And Graphics Programmer Expert
    Netease Games
    Beijing, China
  • Netease Games
    Engine Team Leader & Graphics Programmer Expert
    Netease Games Aug 2020 - Present
    Hangzhou, China
    Determining the development direction and issues of the engine team.Using Unreal Engine 4, I am developing a new creative technique that can boost render performance.I was a contributor to the development of Unreal Engine 4.26 under the name eugene-rho.You can find my name in the link below.https://docs.unrealengine.com/en-US/WhatsNew/Builds/ReleaseNotes/4_26/index.html
  • Perfect World Co., Ltd.
    Graphics Lab'S Director
    Perfect World Co., Ltd. Aug 2018 - Jun 2020
    Beijing, China
    I got a chance to take a team that specializes in graphics technology.I studied real-time rendering related technologies and implemented them on Unreal Engine 4.The current research is as follows.- Masked translucent material for translucent representation of hair.- Multi-layered height blend material expression.- Character-only lighting environment control- Perfect blending of landscapes and normal meshes. (Does not use distance field or world aligned texture node. It provides perfect blending and the best performance.)- New tessellation of landscapes. (Not POM or HW Tessellation. This new feature is much better in terms of quality, expressiveness, and performance than existing methods.) (I'm currently writing a Graphics paper using this.)- Researching new water expression effects.
  • 深圳第七大道科技有限公司
    Technical Director
    深圳第七大道科技有限公司 Nov 2015 - Jul 2018
    Shenzhen, China
    I was the Technical Director of the new project. This new project is a 3D mobile game created using a 2D web game as IP. This company had no previous experience in 3D game development, so it had to recruit a lot of new developers to form a project team and build 3D graphics technology and a Unity development environment from scratch.I designed the in-game direction system and complete this system by guiding the technical direction and method to the team members in charge. In addition, I developed the UI system structure, data table system, hot patch system, and build system. I also introduced another Korean graphics programmer to join the company and developed various graphics technologies.We did analyze Unreal's mobile rendering features and reimplement it in the Unity Engine. And a Shader Template style material editor, create a rendering debugging viewer, modify LWRP(now renamed URP) using SRP, water effects, Height Blend, specular on lightmapped surface, dynamic resolution, shader LOD are implemented.And I myself have a material replacement feature to express character state change, layered post-processing, very fast blob shadow, optimizing skeletal animation using vertex keyframe, Pre-integrated skin for mobile devices using creative new algorithm, substance painter's viewer, etc.This company has no graphics programmers except for the two of us, so I trained other team members before I left this company.
  • Ncsoft
    Lead Graphics / Engine Programmer
    Ncsoft Jan 2009 - Oct 2015
    Seoul, Korea
    [Project Desc.]The project name is Aion Legions (mobile version of Aion PC game).https://www.aionlegionsofwar.comWe made the mobile version of the game by using the company's jackpot PC game Aion as its IP. It aims to be a high-quality mobile game and aims to achieve a graphics quality similar to that of the PC version.[Responsibility]My team was responsible for completing the rendering system and graphics technology on the unity engine. As a team leader, I assigned and distributed the task of each team member and communicated with other teams. I also developed technology as a graphics programmer.[Achievement]When I was involved in this project, the graphics quality was mediocre and the company's managers weren't very satisfied. Since my involvement, I have done my best with several team members to achieve great graphics quality at the time of technology and hardware. To do this, I developed a timeline-based director system and a uber shader style customizable material system. Both systems were either completely absent or very inefficient in the unity engines of that time. Using these two systems, the artists produced high-quality graphics and were able to create stunning in-game combat play. Company managers were very pleased with the results, which allowed them to allocate more budget and time to grow our project teams. Since then, We have been able to recruit more great developers, and I have also recommended and picked several developers to form a team responsible for the engine and graphics.We developed several features, including HDR rendering for mobile devices, root-motion, multi-layered screen effects, material layers, gamma correction, skin shaders, advanced glow effects, and animation retargeting. To achieve smooth performance, many problems were solved by profiling in several HW, and the implementation of a scalable performance system is also progressed.
  • Coslightwiz
    Cto / Engine Programmer
    Coslightwiz Jan 2005 - Dec 2008
    Beijing, China
    3D Engine DevelopmentProject Desc.I have been in the business of developing and licensing 3D game engines. The project was carried out in Beijing, China, and was conducted in collaboration with joint ventures in Hong Kong and Korea.ResponsibilityI was the head of an engine development company and an engine developer, at the same time. I set development goals and shared the work of developers. I also signed up for engine license agreements and technical support with external companies.AchievementI started a small technology-oriented company. Although we licensed to three companies and provided technical support, the business itself was unsuccessful. However, during this period, I gained a lot of technical experience as well as business experience.
  • Joycity
    Program Team Leader
    Joycity Jan 2002 - Dec 2004
    Seoul, Korea
    Project Desc.The in-house 3D engine was developed and used for the horror-like MMOG game Priest (later renamed Rush Online). Since then, the engine has been upgraded and used to develop a street basketball game called Fress Style. The game has been very successful in Korea, and in China, it has also been very successful in the name of "街边篮球".ResponsibilityAs the team leader of the horror game's programmer team, I set team goals, managed team schedules, and worked with other teams on project success.Also, as an engine developer, I implemented the engine's features and do best to use them successfully in the project.AchievementsAt that time, I was in charge of the team, for the first time, but now I think that, as a manager, I haven't done very. well. Not only did I act as a team leader, but I faced a big technical challenge for the first time, so I went through a lot of trial and error.However, we have successfully developed a 3D engine and made a significant contribution to the success of the project.
  • Imagic
    Game Programmer
    Imagic Jan 1998 - Dec 2001
    Seoul, Korea
    Project Desc.I developed a game called Sephiroth, a very rare full 3D MMO game at the time.It has been serviced in China since 2003 in Tencent, after service in Korea. The Chinese name is 凯旋".It was developed using the Unreal Engine 2. The game has been in service for 10 years in Korea, and it was closed in October 2012.ResponsibilityI was in charge of game client development. Since the Unreal engine at the time was not a suitable form for MMO games, we did a lot of modifications to meet the game's needs and developed game content.It was my first time using the Unreal Engine, and during this time I learned a lot of related technologies.AchievementsI Implemented a seamless world functionality for large worlds. I also implemented a resource unload feature, which was a core feature not considered in the Unreal ENgine at the time, making it very difficult to implement. In addition, I have developed game content such as the combat system.

Eugene Rho Skills

Game Development Game Design Mobile Devices Video Games Unity3d Computer Games C++ Social Games Mobile Applications C# Computer Graphics Unreal Engine Programming Graphics Programming Game Engine Dev Unity Engine Programming C Git

Eugene Rho Education Details

Frequently Asked Questions about Eugene Rho

What company does Eugene Rho work for?

Eugene Rho works for Netease Games

What is Eugene Rho's role at the current company?

Eugene Rho's current role is Engine Team Leader and Graphics Programmer Expert.

What is Eugene Rho's email address?

Eugene Rho's email address is fo****@****oft.com

What schools did Eugene Rho attend?

Eugene Rho attended Chonbuk National University.

What skills is Eugene Rho known for?

Eugene Rho has skills like Game Development, Game Design, Mobile Devices, Video Games, Unity3d, Computer Games, C++, Social Games, Mobile Applications, C#, Computer Graphics, Unreal Engine Programming.

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