Profile
I'm an artist and an indie game developer. I'm making games. I want to introduce my games all over the world. Comunication and relationship with people are important to me. I'm going to learn English and German. I want to meet many people who love indie games and art. Nice to meet you!
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English
Language Skills
KoreanNative
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- We're preparing first update for REDDEN! # We're preparing first update for REDDEN! It had been a week since REDDEN was released. Despite a short time, with your love and attention, We've got many feedback so we're making REDDEN's first update version reflected some of these. This is a post for giving a brief talk on this. After first update, 1. You can select difficulty level in REDDEN! REDDEN was made by one of many hard games for highlighting incompetency of people who use tools and tool's bumpy ride. But we think it's important that some action-game beginners enjoy REDDEN's story without stop. you can select one of NOVISE,APPRENTICE and EXPERT mode in REDDEN. 2. You're able to switch left-right hand controls freely, too. We're considering the difficulty to make hard to see what's coming at you because your hand is totally in the way of screen and uncomfortableness of left-handers or right-handers. And We're improving REDDEN and fixing many bugs. We'll post whole next update list here soon! We really appreciate your feedback.Thanks for playing REDDEN!July 16, 201540
- 1) '바닷가 주변 사람들'이라는 표현은 어떤 조사를 사용해야 되나요? 저는 엄격히 맞는 문법을 사용하고 싶어요. 그렇기 때문에 가장 일반적인 표현이 뭔지 알고 싶습니다. (want to know the most common expression) '바닷가 주변에 사람들' is not correct. Otherwise, all is ok. I think the most common expression is '바닷가 주변에 있는 사람들'. if people who live near the sea, '바다 주변에 사는(living) 사람들' is good. 2) 위 예문들에서 '주변' 대신에 '주위'나 '근처'도(too) 의미(의) 차이 없이 사용할 수 있나요? Yes. but I think '주위' is not common with 바닷가. And plus tip, 바닷가 is the meaning 'near the sea', so from place to place, '바다 주변' is ok. 2) 위 예문들에서는 '주변' 대신에 '주위'나 '근처'를 의미의 차이 없이 사용할 수 있나요? yes. But I think 바닷가 근처 is0 votedOctober 7, 20144
- Introduction of iTool iTool is Side-Scrolling game for iOS and Android. We slow motion moments used PhysX. The main characters of iTool are tools which are given to people indefinitely to fight and hunt in many other games. Arrow, Shuriken, Bullet..... The process that each tool helps clumsy heroes in secret is the concept of this game. The tools shot or thrown by heroes have to ride on a wind, break windows, remove obstacles and destroy their targets. iTool has three main episodes. Each of the episodes has a different story - the themes of ancient Korea, medieval Japan, modern Vietnam. Each episode consists of eleven stages, total thirty three stages. In addition, we're going to make endless mode games given to player who cleared all main episodes stages and updated bonus stages. And we'll prepare various contents like new sub-episodes. The graphic concept of iTool is 'one side of things'. We're using 2D graphic resources and 3D camera in Unity to express the concept. And we're using Unity's mecanim animation system to control more than three hundred animations created using a 2D Skeletal Animation tool to express a movement like being shot in slow-motion. The focus of directing iTool is increasing the level of immersion by changing screen colors and camera walking according to states of character. Players get a sense of three-dimensions and can feel lively despite choosing few colors and using only. Also, iTool is studied for players not to feel uninspired while playing it in 1/10 the original speed. The concept of iTool’s scoring system is how great the story was. No one can change the past. Instead, most people have a propensity of exaggerating their own past and so do most tools. “I smashed his head greatly avoiding broken pieces of wood narrowly back then, maybe? Um, did I smash his heart? Anyway, I did.” After one tool stops chatting, another tool starts talking excited. They make iTool’s world unfolding their tales.October 7, 201430
- The Project, iTool “Why are tools always taken advantage of? Where are abandoned tools going?” iTool project started with this questions first. In the summer of 2012, I was writing a short story when I was half in doubt about the Mayan Prophecy of 2012. The story, <The country of Erasers> was a jumping-off point for making ‘iTool’ instead of the end of the world. I wanted to change the anthropocentric way of thinking. And I wonder why many tools are abandoned easily. This novel’s core story is many well-known heroes are produced by the help of many tools, not their power of heroes. Although the value of this novel is small because it has too many various things I think, I could plan the project for making ‘iTool’ as a GAME in September 2012. I thought this project was attractive because of the facts that the game about TOOLS can be shown by the representative TOOLS used by people nowadays and that the game genre contains interactive features and art values in composition elements. First and foremost all games are fun! I wanted to try something new since apocalypse was blown. It's been 2 years since I started making this game without any fear. I thought it will be quick or easy when I just started. Now, I'm beginning to see daylight. But I've decided to start crowdfunding site because we are in need of funds to complete iTool project.October 5, 201410

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