본문으로 건너뛰기
CHOI HONGSU

About

Technical Artist · Rendering · Shader · Performance

I design for the present, learn from the past, and strive to create structures that remain stable over time.

I design the balance between visual quality and performance through rendering systems, shaders, GPU optimization, and debugging tools.

Rather than adding complexity, I clarify the structures that are truly needed and seek approaches that can last in production environments.

 

My main areas of work are as follows.

Career

  • DevsistersTA
    2025.11 – PresentPresent
  • KongStudioTech & 3D Artist
    2024.03 – 2025.11
  • SuperStormStudio3D Environment Artist
    2022.12 – 2024.02
  • Allm3D Environment Artist
    2022.05 – 2022.12

Profiler Tool

RenderDocRenderDoc
Android GPU InspectorAndroid GPU Inspector
Unity-Memory/Frame Debugger/ProfilerUnity-Memory/Frame Debugger/Profiler

Art Program

BlenderBlender
3Ds max3Ds max
ZbrushZbrush
Substance PainterSubstance Painter
substance designersubstance designer
photoshopphotoshop

Engine

UnrealUnreal
UnityUnity

Shader language

HLSLHLSL
Unreal Engine Material EditorUnreal Engine Material Editor

Rendering

  • Unity URP
  • Custom Renderer Feature
  • Mobile / PC Rendering Optimization

Shader

  • HLSL / GLSL
  • Custom Shader Development
  • VFX / UI Shader
  • Shader Optimization

Performance

  • GPU Profiling (RenderDoc, AGI, AGP)
  • CPU / GPU Bottleneck Analysis
  • Draw Call / Overdraw Optimization
  • Memory Optimization

Pipeline

  • Rendering Pipeline Design
  • Shader / VFX Guideline
  • Resource Optimization Tools
  • Production Workflow Improvement
About · Hongsu