

Donghyun Kang
"Danny"
Software Engineer
Driven by curiosity, proven by results.
My projects are showcased below.
Hello, I'm Donghyun "Danny" Kang!
I am a software engineer pursuing a
Bachelor of Science in Computer
Science RTIS at the DigiPen Institute
of Technology, Redmond WA.
The process may be challenging, but
the sense of accomplishment drives
me to take another step forward!
Demo Reel

Demo Reel
Projects

The Children Are Sleeping | Unreal Engine 5, Niagara, Blueprint
Led VFX creation and rendering optimization as the team's Graphics Programmer on a 13-member team.
- Engineered a dynamic post-processing system to visually represent player sanity with vignette and grayscale effects.
- Authored key gameplay VFX in Niagara based on artist’s concept art, including item glows and monster threat auras.
- Profiled the rendering pipeline with Unreal Insights to identify and resolve performance bottlenecks.
- Implemented strategic lighting optimizations, such as using static shadows in Lumen, to boost framerates by over 30 FPS.
- Developed the technical art pipeline with parameter-driven materials and VFX documentation to accelerate the team's workflow.

Kingdom of Boardgames | C++, OpenGL, GLSL
Implemented a custom shader component and authored shaders in the custom 2D game engine as a Tool Developer.
- Architected a centralized shader manager using a custom GLShaderArray to load and apply all shaders instantly.
- Authored four GLSL shaders that add dynamic fog, rain, lightning, and flowing waters, boosting overall visual immersion.
- Enabled shader animations by developing a custom stopwatch component to pass the engine’s delta time to fragment shaders.
- Provided an accessible shader pipeline that allowed team members to apply visual effects using a simple Enum for shader type.

If I Were the King | Unity, C#
Implemented UI from scratch in “If I Were the King”, serving as the dedicated UI/UX programmer, on a 6-member team.
- Wrote C# scripts and used UGUI to implement a tutorial sequence, settings panels, and HUDs with dynamic resource gauges.
- Utilized DOTween library and Unity’s Timeline to make procedural UI animations and narrative cutscenes with visual effects.
- Earned a formal certification for successfully completing the program and delivering the final team project over a 3-week sprint.

Palagang | C++, OpenGL, SDL2, SFML
AArchitected a 2D game engine from scratch, as the team’s Engine Programmer and Producer.
- Integrated foundational libraries for core game engine functions: SDL2 (Window), OpenGL (Graphics), SFML (Audio).
- Diagnosed and resolved critical engine-level bugs, caused by dangling pointers and an input processing error.
- Engineered a font rendering system that parsed and drew characters from a single sprite sheet.
- Developed a trigger system for complex AI state changes and a Verlet-based physics engine with AABB collision detection.