

Donghyun Kang
Graphics Programmer
Driven by curiosity, proven by results.
Hello, I'm Donghyun Kang!
Welcome to my showcase.
This space is a collection
of my thoughts, experiences,
and the work I've created.
I hope you enjoy my work!
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.