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.
- 01Custom rendering pipelines and Renderer Feature development
- 02Shader development and GPU optimization
- 03Device-specific graphics debugging and profiling
- 04Performance-oriented rendering architecture design
Career
- DevsistersTA
- KongStudioTech & 3D Artist
- SuperStormStudio3D Environment Artist
- Allm3D Environment Artist
Profiler Tool
RenderDoc
Android GPU Inspector
Unity-Memory/Frame Debugger/ProfilerArt Program
Blender
3Ds max
Zbrush
Substance Painter
substance designer
photoshopEngine
Unreal
UnityShader language
HLSL
Unreal Engine Material EditorRendering
- 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