Fundamentals forged at Krafton Jungle, plus the execution to absorb unfamiliar tech top-down — prototype fast by pairing with AI agents, then verify by hand. A long-time game developer at heart, now aiming to help make AI more familiar and intuitive.
Where I want to push.
LLM & SLM optimization
Squeezing quality and cost out of large and small language models alike.
Heterogeneous multi-agent systems
Heterogeneous models cooperating to reduce hallucination and minimize API cost.
On-device LM compression
Focusing on lightweight model research so language models run fast and efficiently on-device.
What I build with.
C#
C
PixiJS
AWS
Claude Code
AntigravityThings I shipped.
Unitrio · ongoing
Triniacle — a 2D top-down action-RPG sandbox, built with a five-person indie team (three engineers, one designer, one planner). The game I grew up wanting to make.
2025.12 — 2026.01
A browser-based AI video-meeting platform with real-time interpretation and a WebGPU infinite-canvas whiteboard. I owned the whiteboard full-stack: I replaced heavy third-party libraries with a custom renderer on PixiJS v8 / WebGPU, handing the heavy graphics work to the GPU to kill the single-thread CPU bottleneck. The drawing pipeline combines a One Euro Filter, the Douglas–Peucker algorithm, and Bézier interpolation for smooth, drop-free lines.
From game dev to AI.