In the fall of 2012, I first collaborated with NVIDIA. The purpose was to develop a game to be used in the tech demo of Shield gaming gear equipped with next-generation Tegra4 hardware. I don’t know if it means much, but I was the first… 더 보기 »Nvidia’s invitation to go to San Francisco GDC 2013.
It is a game startup strategically invested by Japanese SOFT-BANK.I joined here in the second half of 2011. There was a recommendation from the founder of Playnery. He worked as a technical art director and was responsible for developing various tools and processing the shader… 더 보기 »PLAYNERY EXPERIENCE
FASTEST MOBILE FAKE BRDF SKIN SHADER This character used custom mobile skin shader.That shading theory is blend normal and sin base ambient cut out darkness attenuation. It support to all android device and ios device all even thought It just support for NVIDIA Shield game… 더 보기 »FASTEST MOBILE FAKE BRDF SKIN SHADER 2012 in years
Tech prototype works for Tegra3 GPU ordered from NVIDIA. Using the Nvidia physics engine with some configuration is very important.After the monster has completely fallen, you can see that chronic problem of Rag-doll trembling is not seen. 使用具有某些配置的Nvidia物理引擎非常重要。在怪物完全掉下之后，您可以看到没有看到Ragdoll的长期发抖问题。 Improvement works since by 2012 in years.
This asset pack made by since 2014 When I live in Korea. It data pack have substance desinger material with related shader for Study about SD workflow. Click to image can be move to Gumrad liked page directly.
I joined here in 2004. It is divided into a project using its own game engine and a project using Gamebryo.
The one made with its own game engine is Luna Online, and the game made using Gamebrio is Iris Online.
Invested from http://www.gomcorp.com/ and developed at Brownie Studio.A casual sports online game project where I left the design company Artbox in 2004 and participated.My joined the Motion Design Team as a team leader and served as a development PM.All engines and tools were developed in-house… 더 보기 »Freeze On Air online dev since by 2004 in years.