Hello 👋 Real-Time Software Engineer

Hakhyun Kim

Real-time software engineer working across game engines, XR, and simulation — currently building game projects with AI tools.

  • C / C++
  • Python
  • TypeScript
  • Unreal Engine · Unity
  • Real-time 3D & graphics
  • Simulation (CARLA · Isaac Sim)
  • AI-agent workflows
  • On-chain (Solidity)

Career

Twenty-odd years of engineering — engines, middleware, XR, simulation, and on-chain. Click "+ View details" to expand technical highlights.

Solana Foundation

2022 – 2024

Ecosystem Engineer / Games Tech Lead, APAC · Remote

Technical partner to game studios and startups across APAC — open-source Unreal and Unity SDKs, prototypes built alongside founders, and on-chain infrastructure for games.

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  • Built and maintained open-source Unreal Engine & Unity SDKs for Solana integration
  • Technical advisement & architectural consulting for Web3 game studios across APAC
  • Designed on-chain game infrastructure, escrow stalls, and social profile integrations

Unity Technologies

2020 – 2022

Senior Developer Support Engineer · Seoul, Korea

Graphics, rendering, and performance escalations for studios from indie to AAA — plus profiling methodology and deterministic physics with DOTS.

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  • Solved graphics, rendering (URP/HDRP), and performance escalations for indie to AAA studios
  • Delivered profiling methodology workshops using Unity Profiler and Frame Debugger
  • Guided studios on DOTS (Data-Oriented Tech Stack) deterministic physics and ECS architecture

42dot

2020

Simulation Engineer · Seoul, Korea

A high-fidelity UE4 + CARLA simulator for autonomous-vehicle sensor validation, benchmarking LiDAR, radar, and camera suites — with PR #2916 merged into CARLA itself.

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  • Built high-fidelity UE4 + CARLA simulator for autonomous vehicle sensor suite validation
  • Contributed upstream bug fixes to open-source CARLA (CARLA PR #2916 merged)
  • Automated sensor pipeline benchmarking and synthetic dataset generation

Varjo

2018 – 2020

Unreal Developer — VR/XR · Helsinki, Finland

Unreal customized for quad-view human-eye-resolution rendering, enterprise MR on OpenXR (open-sourced at varjoepic/UnrealEngine), and the headset hardware test process.

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  • Customized Unreal Engine source for quad-view human-eye-resolution VR rendering
  • Built enterprise MR solutions on OpenXR (open-sourced at varjoepic/UnrealEngine)
  • Developed hardware testing and automated validation pipelines for Varjo XR headsets

Critical Force

2017 – 2018

Senior Programmer · Kajaani, Finland

Critical Ops (real-time multiplayer FPS) — server-side validation, live anti-cheat response, telemetry, and C++ crash and memory-leak work.

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  • Engineered dedicated server networking & telemetry for mobile FPS Critical Ops
  • Implemented server-side anti-cheat validation and authoritative movement logic
  • Performed C++ memory leak profiling, crash dump analysis, and performance optimization

NEXON Korea

2015 – 2017

Senior Programmer · Seongnam, Korea

A C++/UE4 online action game on dedicated servers — PhysX-based simulation systems, Behavior Tree boss AI, custom Blueprint nodes, and build automation.

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  • Developed C++/UE4 online action game on dedicated server infrastructure
  • Built PhysX-based simulation systems and Behavior Tree boss AI logic
  • Created custom Blueprint nodes for designer workflow and setup CI/CD build automation

Havok (Trinigy → Intel)

2010 – 2014

Korea Technical Team Manager · Germany / Korea

Direct3D 9/11 rendering backends at Trinigy HQ, then founding member of Havok Korea — leading engine and middleware support across Asia on PlayStation, Xbox, Wii, and Windows.

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  • Developed Direct3D 9/11 rendering backends at Trinigy HQ (Tübingen, Germany)
  • Founding member of Havok Korea, leading Asia technical support across console & PC
  • Provided engine & middleware integration (Havok Physics, Cloth, AI) for PS, Xbox, Wii, PC games

GoldEngine Soft

2008 – 2009

Founding Engineer · Shanghai, China

Core game-engine modules, tooling, and CI/CD infrastructure built from scratch in C++.

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  • Engineered C++ core game engine modules and internal editor tools in Shanghai, China
  • Designed multi-platform build systems and automated deployment pipelines

Gravity

2003 – 2005

Client Programmer — Ragnarok Online · Seoul, Korea

Overseas client development (IME, localization) for an in-house-engine MMORPG serving 1M+ concurrent players across 10+ countries.

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  • Developed overseas client features, IME input engines, and localization for Ragnarok Online
  • Maintained client engine serving 1M+ concurrent users across 10+ countries worldwide

Contact

Always open to conversations about real-time 3D, simulation, or AI agent workflows.