Practice at 2014
In 2013, I introduced indie games that I started making with two acquaintances when I worked as a technical art director for a company.
I didn’t build a company, but I got a small office at the Soho Center in Yangjae-dong and developed it after work with Someone.
Even though there was a game of bench-marking, the process of making it was due to the fact that the birth was closer to the engineer. Posted to the company the next day to work … It was not hard, but also game-play was a problem.
It was not so fun.
It’s such an indie game project that I’ve been so excited about the lack of fun that I’ve gained a lot from this process.
I seemed to have been paid for a long time and didn’t feel it.
In the early stages of development, the game-play itself was very badly related to the technical method, and it wasn’t very good. It may have been a few months, but it was well worth it.
这是我以Tech art director的身份工作期间，在下班后一点点开发出来的Indie Game画面。和以前的同事引擎程序员一起以COCOS2D engine为基础，添加了Bullet Physics，追加开发了3D概念。开发过程中，引擎程序员入职其他大公司后忙得不可开交，我也转到了外籍公司，之后开发中断了。说实话，我们停止开发的原因是虽然这是我们做的，但也太没意思了。
These are Indie Game screens that I developed a little after work while working as a tech art director in Korea a long time ago.
I worked with my former colleague engine programmer to add Bullet Physics and 3D concepts based on the COCOS2D engine.
During the development, after the engine programmer moved to another big company and became too busy, I also moved to a foreign company, and then development stopped.
Honestly, the reason we stopped developing was that we made it too much fun.
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 device.
We some made skin shader.
Our fake SSS skin shader implementation theory used blend normal.
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.
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.
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 without using a commercial engine.
Overall, the careers of the team members were short, so in many fields I had to leading this.
Participated from prototype to CBT.
Participated in development for about 1 year and 6 months.