Jaehoon Choi

Jaehoon Choi

Researcher

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location of Jaehoon ChoiGyeonggi, South Korea

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  • Timeline

  • About me

    Chief Programmer

  • Education

    • Chung-Ang University

      1997 - 2002
      Ph.D. Electronic Engineering

      Activities and Societies: Journal of Computational Physics My primary research area focused on simulation, specifically involving the algorithm of adaptive mesh generation. I developed a small Technology CAD (TCAD) system featuring an adaptive Finite Element Method (FEM), Finite Difference Method (FDM), and Finite Volume Method (FVM) solver for nonlinear differential equations. The implementation utilized Mesa (OpenGL clone), LessTif (Motif clone), and C++ in a Linux environment.

    • Chung-Ang University

      2002 - 2002
      Post-Doc Internet Security

      Activities and Societies: KISA BK21(Brain Korea 21) Lab.I was involved in the wire/wireless SCVP (Server-based Certificate Validation Protocol) development project for KISA (Korea Internet Security Agency). For this, I implemented a lightweight PKI (Public Key Infrastructure) library based on the migration of OpenSSL to Windows CE and developed a web-based SCVP server.

    • Chung-Ang University

      1990 - 1994
      Bachelor of Science - BS Physics
    • Chung-Ang University

      1994 - 1996
      Master of Science - MS Physics

      Activities and Societies: Japanese Journal of Applied Physics.

  • Experience

    • LG Siltron

      Jul 1996 - Jun 1997
      Researcher

      Now at SK Group (http://www.sksiltron.com/)- In charge of the lifetime measurement of wafers - Developed a statistical analysis solution for lifetime data

    • Mgame

      Apr 2003 - Mar 2009

      - Utility library including secure socket based on RSAREF - Authentication and server side game logic- Multilayer pathfinding using PathEngine- Front-end server (player management, packet relay between client and game server).- DB cache server (garbage collection, record crc check, player data sharing between game servers). YulGang OnlineParticipated in development as one of the lead server programmers- Server side game logic - Standalone guild server which support read only cache (user created guild mark)-- guild mark cache in client side- Simple event server (which gives real goods) in Java. - DB table schema and sql query. Lunentia OnlineResponsible for security and additional server logic as a server programmer.- Packet library based on Snacc- DB schema and sql query

      • Programmer Project Lead

        Jan 2007 - Mar 2009
      • Lead Server

        Dec 2004 - Dec 2006
      • Programmer

        Apr 2003 - Dec 2004
    • Mgame

      May 2009 - Apr 2010
      Programmer Project Lead

      - Implemented a network using Boost ASIO.- Developed a front-end server responsible for encryption/decryption and broadcasting.- Implemented an instance dungeon server that shares navigation mesh and static assets.

    • XL Games

      Mar 2010 - Jan 2021

      Civilization Online (franchise for 2K Games)Led the team-building process for the programming teamLed the development process starting from the prototype as one of the lead programmers- Integration of embedded web browser based on CEF.- Layer based spawner management in server-side.- Replacing CryEngine's pak library.- Integrated PhysX with the world server and zone server, and provided mentoring- Ported various features of CryEngine to the server:-- Exported map data to be compatible with PhysX.-- Implemented segmented world data.-- Developed the vehicle system.- Implemented Region of Interest (ROI) based static/dynamic unit loading and asynchronous asset loading functionality for the player character.- Basic design, implementation, and mentoring for the housing system- Implemented the initial version of in-game modification for the server-side navigation mesh while providing mentoring-- Implementation of divide/conquer, edge swapping and node relaxation. -- Splitting/merging of navigation mesh elements.-- Forbidden area handling around housing.- Mentoring related to pathfinding after implementing a mockup for road and building construction- Implemented a feature where the civilization and related spawn locations change when starting a new game session- Developed secure socket and handled security responsibilities-- Implemented the exchange of session keys for individual users and broadcasting purposes.-- Distinguished critical data between the client and serverSupported project transition to China. Show less

      • Lead Programmer

        Jun 2020 - Jan 2021
      • Lead Programmer

        Dec 2019 - Jun 2020
      • Programmer Project Lead

        Dec 2017 - Nov 2019
      • Programmer Project Lead

        Aug 2010 - Nov 2017
      • Programmer

        Mar 2010 - Jul 2010
    • Penrose

      Jan 2021 - Apr 2021
      Programmer

      Work remotely.- EOS plugin-related bug fixes and migration of blueprints into C++- Integration of the PlayFab account system and AWS GameLift with the VR app.- Setting up NFT development

    • Dotdotdot Co., Ltd.

      Apr 2021 - Feb 2024
      Director Of Product Development

      OLOBOIn charge of developing a 3D avatar-based story creation app and platform that supports AI prompts, TTS (Text-to-Speech), and voice features.- Team rebuilding.- Mentoring team members as they are onboarded to enable them to extend and improve the product.- Design and implementation of the server architecture ensuring scalability- Designed and implemented methods for expressing actions and facial expressions- Handling voice files in different formats and versions, as well as video extraction.- Minimizes animation data without degradation by 40% of its original size- Shader maintenance.- Development of game design table tools and automation of build/deployment pipelines.- Launched on iOS and open beta on Android (English-speaking countries). Show less

    • Second Quest

      May 2024 - now
      Chief Programmer

      Joined as a co-founder and developing a mobile game using UE5 and Go language.

  • Licenses & Certifications