About JP

Who is JP?

소스 이미지 보기
  • From 1996 to 2020, I have been in computer graphics information production and technology development for more than 20 years, working in the game industry as a character designer and art director for more than 10 years and as a technical director for more than 10 years.
    My professional work as a technical artist happened to me for the first time in 2002 at the Samsung Group R&D Center.
    This is a specialized technology development research center under Samsung, a global company that studies only next-generation technologies by joining Korea’s top talents.
    I was part of a new technology research team for MP4 world patent rights and patent defense, and in 2002, in the next generation technology research project, I did research on true 3D rendering processing technology on ARM2.0 hardware.

    從1996年到2020年,我從事計算機圖形信息的生產和技術開發超過20年,在遊戲行業中擔任角色設計師和藝術總監超過10年,並在技術總監方面擁有10年以上。
    我作為技術美術師的專業工作於2002年第一次出現在三星集團研發中心。
    這是三星公司旗下的一家專門的技術開發研究中心,三星公司是一家全球公司,通過與韓國頂尖人才一起研究下一代技術。
    我是MP4世界專利權和專利保護新技術研究小組的成員,在2002年的下一代技術研究項目中,我對ARM2.0硬件上的真正3D渲染處理技術進行了研究。

  • In 2003, he was involved in the development of extreme sports online games.
    The Freeze on air project was a snowboard online game and was similar to SSX, but it is a full-fledged online network play type game and developed and produced its own engine.

    스노우보드 게임 3종 라이벌 대전

    2003年,他參與了極限運動在線遊戲的開發。
    Freeze on air項目是一個單板滑雪在線遊戲,與SSX相似,但是它是一款功能完善的在線網絡遊戲類型遊戲,並且開發並生產了自己的引擎。

  • And since 2004, he worked as an early member of EYA SOFT for several years, working as general director of the art center until the company grew.
    Luna, where I set the initial development direction, ranked first in the game popularity rankings in Taiwan.
    In 2004, most cute style games were popular.

    Luna Plus Review and Download
    IRIS ONLINE 2006

    自2004年以來,他擔任EYA SOFT的早期成員多年,擔任藝術中心的總經理,直到公司發展。
    我設定最初發展方向的露娜(Luna)在台灣遊戲受歡迎度排名中排名第一。
    2004年,大多數可愛的風格遊戲大受歡迎。

  • In 2011, I worked with the NVIDIA San Francisco headquarters development team to develop a tech demo for the global promotion of Tegra processors, the next generation of mobile GPUs at that time.
    I used the Unity Engine 3.0 engine and at that time Unity rendering quality was so bad that I had to rewrite all the lighting models.
    NVIDIA mobile hardware didn’t handle Depth-map Shadows in the early days, but I had to solve this.
    2012 was a time when GPU performance was very poor and memory bandwidth was very small, so the pixels were too clearly visible by using Perspective projection shadows to box-filter shadows directly onto GL.Quad and shadowmaps drawn to 256 or 512 drawn. It was handled invisibly.
    At this time, we have NDA with Unity Engine Team and participated in Unity 4.0 development.

    2011年与NVIDIA旧金山公司总部开发团队合作,为当时次时代移动GPU-Tegra处理器全球促销开发了技术DEMO。
    使用了Unity引擎 3.0 ,而且当时的 Unity渲染质量非常差,所以需要重新构建所有照明模型。
    NVIDIA移动硬件最初无法处理Depth-map Shadow。
    2012年GPU性能非常不好,内存带宽也非常低,所以用Perspective projection shadow方式直接在GL.Quad上画出阴影,以256或512绘制的shadowmap经过Box-filter处理,使它在视觉上像素不那么明显。
    这时与unity引擎团队签订了NDA,参与过Unity 4.0版的开发。

  • Playnery is a next-generation mobile game development company invested directly by Japanese conglomerate Soft-bank.
    I worked here as a technical art director, contributed to the development of a proprietary engine, developed a mobile MMORPG game with that engine, signed a technical cooperation agreement with Qualcomm, and demonstrated it at the Qualcomm exhibition booth in GDC 2014.

    Mother of myth mobile 이미지 검색결과

    Playnery是由日本大型企業軟銀直接投資的下一代手機遊戲開發公司。
    我在這裡擔任技術藝術總監,為專有引擎的開發做出了貢獻,使用該引擎開發了移動MMORPG遊戲,與高通公司簽署了技術合作協議,並在2014年GDC的高通展位上進行了展示。

  • In 2014 I got a good chance to join Allegorithmic Adobe.
    While working as a lead technical artist, he contributed to the development of Substance Designer and provided technical training and technical consulting for Substance Designer of various game developers.
    Lead Technical Artist.

    알레고리드믹 이미지 검색결과

    2014年,我有很好的機會加入Allegorithmic Adobe。
    在擔任首席技術美術師期間,他為Substance Designer的開發做出了貢獻,並為各種遊戲開發商的Substance Designer提供了技術培訓和技術諮詢。

  • I moved to China in May 2015 with a proposal from Chinese game company NetEase, and worked with the engine development team to develop and improve its own engine.Joined Netease’s Pangu game studio(Now That studio has combined Thunder Fire game studio).
    He participated in the development of AAA-class mmorpg and led the development of AAA-class mobile mmorpg with the same IP.
    Technical Art team manager as Senior Tech Expert(P6-3)

    http://tym.163.com/

    Promotion video link

    加入網易的盤古遊戲工作室。
    他參與了AAA級mmorpg的開發,並領導了具有相同IP的AAA級移動mmorpg的開發。

  • In 2018, I had a good opportunity at Seven Road in Shenzhen, so I retired from Netease and headed south of China.
    However, due to various internal issues such as a problem with the project design and a change of producer on the way, I move to Giant Interactive in Shanghai.
    I was in charge of a mobile game project where users can freely play on a large terrain without boundaries using Unity.
    Technical Art team manager as Senior tech expert.

    2018年,我在深圳七路有一個很好的機會,所以我從網易退休並前往中國南方。
    但是,由於各種內部問題,例如項目設計問題和生產商的更換,我搬到了上海的巨人網絡。
    我負責一個手機遊戲項目,該項目中的用戶可以使用Unity在廣闊的地形上自由玩耍。

  • Now I am working for XD.com

    Team leader of Technical Art team.


What People Say


The first thing I remember about JP Lee is that he has been a famous graphics engineer in the early 2000’s. One of the great resources regarding to DirectX programming was his web site. During the last decade, I have been in game server and backend engineering in game development, so that I had seldom visited his web site until recently. One day, I was surprised that his amazing works showing his engineering and art skills. I think his amazing skills come from his continuous research and studying without never satisfying to his own skill ever.

– Hyunjik Bae (Nettention)


Let’s develop something together.

JP.Lee Lead of technical artist
Shanghai . China

86+18698579689
leegoonz@163.com