Contact.
Email : [email protected]
Phone : +82-10-7526-8570
Channel.
Github : https://github.com/HyunsuYu
Blog : https://medium.com/@lioie6478
Web : hyunsuyu.github.io
About Me.
As a game developer with Unity and C# as the main players, I've been working on a number of game development projects and side projects
I want to do something more interesting and fun, so I have been developing open-source tools and writing blog posts about graphics, interactive storytelling, security, LLM, etc. based on the main focus of game development
Currently, we are continuing to try this and that with the desire to create a game that combines user-led interactive storytelling
Main Dev Project.
No Titled
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\tiny {\textsf {Soullike game that explores underground caves in various environments, sets up bases, leads and targets NPCs}}
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Create 2D Tilemap with Biome Concept
- Implement 2.5D graphics using Layerd techniques
- Data structural changes used to create a map reduce capacity by more than 75% compared to the initial period
- Application of JPGE's Quad-Tree Optimization Principle during Map Generation + Multi-Threading + Active Use of Unity Compute Shader to optimize the initial Map generation time from 40 minutes to 1 minutes
- Implement P2P Multi-Player Experience with Unity Netcode
DEEP WAVE
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\tiny {\textsf {Interactive Storytelling Framework to fully reflect the user's instantaneous choices in the story}}
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- Basic Architecture Design for LLM-Based Interactive Storytelling
- Development of a Nature Language Interpreter (NEI) for IL design and natural language to IL translation used inside DEEP WAVE
- Project Management Agent (PMA) design and development for world view construction and actual play management of works applying DEEP WAVE
NATAKER
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\tiny {\textsf {2D Top-View Tilemap based game}}
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- Introducing graphics based on Unity 2D Tilemap
- Implementing Helltaker Play Style
- There was a crisis of having to create game logic, QA, and bug patches in about a week due to mid-change of graphic resources, but successfully completed the project by prioritizing development
- The duration for each part is as follows
- Planning: 1 week
- Graphic resource creation: 5 weeks
- Main game logic development: 3 days
- QA and bug patches: 4 days
Other Project.
EasyTechToolUI
https://github.com/HyunsuYu/EasyTechToolUI
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\tiny {\textsf {A collection of APIs to make UI easier to organize in Unity}}
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- API implementation that can facilitate UI implementation in Unity
- Provides various functions such as page switching and item list
- Utilize Unity Editor and polymorphism for ease of use and customization for situations
- Also released on Unity Asset Store
xmath
https://github.com/myyrakle/xmath
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\tiny {\textsf {Mathematics extension libraries that enhance ease of use by wrapping standard C++ libraries}}
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- Contributing to your interest in the open-source project of the C++ math extension library conducted by an acquaintance
- Post-implementation PR because there was no set-related functionality
Compact Multiplay
https://galvanized-soda-726.notion.site/Compact-Multiplay-Document-3c28a270e1fa4493ba29daa4d94d690b?pvs=4
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\tiny {\textsf {API for Multi-Play Code Creation Using Unity Relay}}
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- Beckend package to help implement multiplayer based on Unity GameObject with Netcode and Unity Relay
- It is inconvenient to develop a new multi-play Beckend code for each game development, so it is developed as a separate reusable package
Study Management App
https://github.com/HyunsuYu/StudyManagementApp
- Developed in 2020 because there was no proper management program to use when conducting tutoring
- Log in, submit assignments, performance verification
- AWS RDS, MySql, MySql Workbench 활용
Webcam Body Tracking
https://hyunsuyu.github.io/CompletedProjects/Project_BodyTracking/Project_BodyTracking.html
- Using a pre-tuned neural network to track the location of each joint of a person in real time, the image data received through Webcam is tracked
- [Azure Kinect Verification] (https://blog.naver.com/lioie6478/222423953826) ) as previously requested by the university professor