Taehee Kim

Technical Director - Engine at Bad Brain Game Studios
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us****@****om
(386) 825-5501
Location
Montreal, Quebec, Canada, CA

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5.0

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Feng Qiu

Terry is an excellent leader, he works very well even under great pressure. He always provides many opportunities for his team member to meet their personal growth. He is very knowledgeable and experienced in game development, I learned a lot from him. It is a great pleasure to work with him.

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Experience

    • Canada
    • Computer Games
    • 1 - 100 Employee
    • Technical Director - Engine
      • Nov 2023 - Present

      https://www.badbraingames.com/ https://www.badbraingames.com/

    • Canada
    • Entertainment
    • 200 - 300 Employee
    • Engine Architect
      • Sep 2022 - Oct 2023

      [Engine Architect] ~ 2023 Oct 27 [Senior Advanced System Programmer] Gotham Knights (https://www.gothamknightsgame.com)

    • Advanced System Programmer
      • Nov 2014 - Sep 2022

      [Advanced System Programmer] 2016 Nov ~ 2022 Sep Gotham Knights (https://www.gothamknightsgame.com) [Advanced System Programmer] 2015 Jan ~ 2016 Nov Unannounced AAA project - UE3, C++, Engine, Networking [Advanced System Programmer] 2014 Nov ~ 2015 Feb Support the optimization of the Batman: Arkham Knight - UE3, C++, Engine

    • Lead Server Programmer
      • Apr 2011 - Oct 2014

      [Lead Server Programmer] 2014 Jan ~ 2014 Oct Game server architect - Legend of Chima (http://www.chimaonline.com) - AWS, C#, Unity, MSSQL, WCF, MongoDB [Lead Server Programmer] 2011 Apr ~ 2013 Dec Built an in-house platform and game server architecture - Cartoon Universe (http://www.cartoonuniverse.com) - C#, Unity, MSSQL, WCF, MongoDB

    • Computer Games
    • 1 - 100 Employee
    • Lead Online Game System
      • Sep 2008 - Oct 2010

      Project: Otherland MMORPG http://store.steampowered.com/app/376310/ Tech: C++, C#, UE3, Raknet, MySQL, MSSQL, Lua, [Lead Online Game System] 2008 Sep ~ 2010 Oct Technical lead of the online game system. - Architect the grid base MMO server can scale up infinitely and seamlessly. - Multi tier server group with extra layer of replicated servers. (similar to a cloud system) - Co-work with Epic Games Atlas team for an MMO game engine. - Multi threading task system… Show more Project: Otherland MMORPG http://store.steampowered.com/app/376310/ Tech: C++, C#, UE3, Raknet, MySQL, MSSQL, Lua, [Lead Online Game System] 2008 Sep ~ 2010 Oct Technical lead of the online game system. - Architect the grid base MMO server can scale up infinitely and seamlessly. - Multi tier server group with extra layer of replicated servers. (similar to a cloud system) - Co-work with Epic Games Atlas team for an MMO game engine. - Multi threading task system with the lock free algorithms. - Server to server replication system. - Server driven physics simulation with Nvidia PhysX. - Full in-house DB management with MSSQL. - Refactor the client side networking in UE3 to fit to the MMO engine. Show less Project: Otherland MMORPG http://store.steampowered.com/app/376310/ Tech: C++, C#, UE3, Raknet, MySQL, MSSQL, Lua, [Lead Online Game System] 2008 Sep ~ 2010 Oct Technical lead of the online game system. - Architect the grid base MMO server can scale up infinitely and seamlessly. - Multi tier server group with extra layer of replicated servers. (similar to a cloud system) - Co-work with Epic Games Atlas team for an MMO game engine. - Multi threading task system… Show more Project: Otherland MMORPG http://store.steampowered.com/app/376310/ Tech: C++, C#, UE3, Raknet, MySQL, MSSQL, Lua, [Lead Online Game System] 2008 Sep ~ 2010 Oct Technical lead of the online game system. - Architect the grid base MMO server can scale up infinitely and seamlessly. - Multi tier server group with extra layer of replicated servers. (similar to a cloud system) - Co-work with Epic Games Atlas team for an MMO game engine. - Multi threading task system with the lock free algorithms. - Server to server replication system. - Server driven physics simulation with Nvidia PhysX. - Full in-house DB management with MSSQL. - Refactor the client side networking in UE3 to fit to the MMO engine. Show less

    • South Korea
    • Technology, Information and Internet
    • 700 & Above Employee
    • Lead Programmer
      • Jun 2003 - Sep 2008

      Project : Archlord Online *MMORPG (http://archlord.webzen.com/) Tech : C++, In-House MMORPG Engine, Oracle, MSSQL [Lead Programmer] 2007 Jan ~ 2008 Sep Technical lead of the programming teams. - Continuous the live service. Huge amount of game content patches made. - Implemented Guilds vs Guilds combat system which handles up to 600 players in the same zone. - Improved the server capacity of a shard up to 3,000 players with 18,000 AIs. - Launched the global server… Show more Project : Archlord Online *MMORPG (http://archlord.webzen.com/) Tech : C++, In-House MMORPG Engine, Oracle, MSSQL [Lead Programmer] 2007 Jan ~ 2008 Sep Technical lead of the programming teams. - Continuous the live service. Huge amount of game content patches made. - Implemented Guilds vs Guilds combat system which handles up to 600 players in the same zone. - Improved the server capacity of a shard up to 3,000 players with 18,000 AIs. - Launched the global server allows world wide players can join a single shard. - Ported the Oracle DB to MSSQL for the global server. - Continued to improve the in-house engine. Server architecture / Advanced rendering. [Senior Server Programmer] 2006 Jan ~ 2006 Dec Built more robust and scalable server architecture and lots of game play features. - Continuous the live service in Korea and Japan. Huge amount of new game feature / contents patches. - Improved the game server architecture to handle more concurrent users. Up to 2,500 users per shard. - Managed up to 80 shards, each shard has 6 different roles of servers. - Launched the service in Japan and China. - Implemented game play features: More Skill Sets and Party vs Party combat system. - Implemented the In-game auction system. [Server Programmer] 2003 Jun ~ 2005 Dec Implemented In-House MMORPG engine. - Design the server architecture organized with multiple different roles for scaling up. - Windows based server using IOCP, multi-threaded engine. - Lockless threading model by multiplexing. - Fine grained memory management and efficiently handle a big memory allocation. - Launched the service in Korea, handled up to 92,000 concurrent users with 60 shards. - Implemented the DB handler for Oracle. - Implemented game play features: Combat system, Skill sets, Inventory Items, Item Trade System. - Implemented the game logging system. Show less Project : Archlord Online *MMORPG (http://archlord.webzen.com/) Tech : C++, In-House MMORPG Engine, Oracle, MSSQL [Lead Programmer] 2007 Jan ~ 2008 Sep Technical lead of the programming teams. - Continuous the live service. Huge amount of game content patches made. - Implemented Guilds vs Guilds combat system which handles up to 600 players in the same zone. - Improved the server capacity of a shard up to 3,000 players with 18,000 AIs. - Launched the global server… Show more Project : Archlord Online *MMORPG (http://archlord.webzen.com/) Tech : C++, In-House MMORPG Engine, Oracle, MSSQL [Lead Programmer] 2007 Jan ~ 2008 Sep Technical lead of the programming teams. - Continuous the live service. Huge amount of game content patches made. - Implemented Guilds vs Guilds combat system which handles up to 600 players in the same zone. - Improved the server capacity of a shard up to 3,000 players with 18,000 AIs. - Launched the global server allows world wide players can join a single shard. - Ported the Oracle DB to MSSQL for the global server. - Continued to improve the in-house engine. Server architecture / Advanced rendering. [Senior Server Programmer] 2006 Jan ~ 2006 Dec Built more robust and scalable server architecture and lots of game play features. - Continuous the live service in Korea and Japan. Huge amount of new game feature / contents patches. - Improved the game server architecture to handle more concurrent users. Up to 2,500 users per shard. - Managed up to 80 shards, each shard has 6 different roles of servers. - Launched the service in Japan and China. - Implemented game play features: More Skill Sets and Party vs Party combat system. - Implemented the In-game auction system. [Server Programmer] 2003 Jun ~ 2005 Dec Implemented In-House MMORPG engine. - Design the server architecture organized with multiple different roles for scaling up. - Windows based server using IOCP, multi-threaded engine. - Lockless threading model by multiplexing. - Fine grained memory management and efficiently handle a big memory allocation. - Launched the service in Korea, handled up to 92,000 concurrent users with 60 shards. - Implemented the DB handler for Oracle. - Implemented game play features: Combat system, Skill sets, Inventory Items, Item Trade System. - Implemented the game logging system. Show less

  • ISonic Online
    • Gangnam-gu, Seoul, Korea
    • Server Programmer
      • Jul 2001 - Jun 2003

      Project: Athanasia MMORPG. (The first full 3D MMORPG in Korea) Tech: C++, Linux, In-house MMORPG engine, MySQL. [Server Programmer] 2002 Jan ~ 2003 June In-house MMORPG engine - Low level networking in Linux, Distributed server architecture. Database handler for MySQL. - Multi-threaded server engine with epoll and RT signals. - Multi-threaded game packet handlers. Event driven game play processors. - Managed to handle up to 400 players, 1200 AIs. Launched in several… Show more Project: Athanasia MMORPG. (The first full 3D MMORPG in Korea) Tech: C++, Linux, In-house MMORPG engine, MySQL. [Server Programmer] 2002 Jan ~ 2003 June In-house MMORPG engine - Low level networking in Linux, Distributed server architecture. Database handler for MySQL. - Multi-threaded server engine with epoll and RT signals. - Multi-threaded game packet handlers. Event driven game play processors. - Managed to handle up to 400 players, 1200 AIs. Launched in several countries; Korea, Japan and China. [Programmer] 2001 July ~ 2001 Dec - Develop in-game management tool by Win32 API, DirectX. - Web based game asset manager by PHP3 and MySQL. - Proceeded 3 times of closed beta tests. Show less Project: Athanasia MMORPG. (The first full 3D MMORPG in Korea) Tech: C++, Linux, In-house MMORPG engine, MySQL. [Server Programmer] 2002 Jan ~ 2003 June In-house MMORPG engine - Low level networking in Linux, Distributed server architecture. Database handler for MySQL. - Multi-threaded server engine with epoll and RT signals. - Multi-threaded game packet handlers. Event driven game play processors. - Managed to handle up to 400 players, 1200 AIs. Launched in several… Show more Project: Athanasia MMORPG. (The first full 3D MMORPG in Korea) Tech: C++, Linux, In-house MMORPG engine, MySQL. [Server Programmer] 2002 Jan ~ 2003 June In-house MMORPG engine - Low level networking in Linux, Distributed server architecture. Database handler for MySQL. - Multi-threaded server engine with epoll and RT signals. - Multi-threaded game packet handlers. Event driven game play processors. - Managed to handle up to 400 players, 1200 AIs. Launched in several countries; Korea, Japan and China. [Programmer] 2001 July ~ 2001 Dec - Develop in-game management tool by Win32 API, DirectX. - Web based game asset manager by PHP3 and MySQL. - Proceeded 3 times of closed beta tests. Show less

Education

  • Kwangwoon University
    Bachelor, Electronic Communication Engineering / Computer Science
    1999 - 2008

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