# Hongsin Sunwoo > Software Engineer Location: San Ramon, California, United States Profile: https://flows.cv/hongsin Gameplay and engine systems engineer with 20+ years of experience shipping multiplayer and cross-platform titles across PC, console, web, and mobile. I specialize in gameplay systems and engine architecture across Unreal, Unity, and custom in-house engines. I remain deeply hands-on, building scalable gameplay systems and improving production workflows, with extensive live service experience. ## Work Experience ### Principal Software Engineer @ Riot Games Jan 2021 – Present 2XKO (Fighting, PC & Consoles, UE4/UE5) • Leading champion engineering for Jinx and Blitzcrank, contribute to early prototyping of unreleased champions, and deliver foundational gameplay systems including fuse mechanics, Versus mode, and pregame flow — owning both client and backend (Golang) implementation. • Driving async asset loading initiatives to reduce gameplay hitches and improve player experience, and collaborate on micro-patching systems for live content delivery. • Reduced character load time in the editor from 62s to 11s (~6x faster) by introducing custom serialization, significantly improving developer iteration speed. • Led Unreal Engine 5 migration across gameplay, rendering, shaders, and build pipelines during active development. • Implemented Niagara user parameter override plugin that enables 100+ chroma variations per champion without asset duplication, improving content scalability and production efficiency. • Established replay tooling for gameplay debugging and issue reproduction, and built automated champion and stage performance testing with dashboard integration to enable continuous regression monitoring and maintain production stability. • Extended Unreal pose blending limits at the engine level to enable extreme facial animation, enhancing champion expressiveness and readability. • Led cross-team editor tooling efforts, designing and implementing developer-facing gameplay tools to accelerate content creation and debugging workflows. ### Lead Tools Engineer @ Striking Distance Studios Jan 2021 – Jan 2021 The Callisto Protocol (Horror, PC & Consoles, UE4) • Led gameplay automation testing in collaboration with external test engineers to improve regression coverage and production stability. • Supported PS4 and Xbox One level streaming and console performance optimization efforts. ### Senior Tools Engineer @ Striking Distance Studios Jan 2019 – Jan 2021 The Callisto Protocol (Horror, PC & Consoles - UE4) • Established UE4 tooling standards and a validated asset pipeline, collaborating with content creators and engineers to resolve workflow bottlenecks while building automated asset, rendering, and performance validation systems, profiling, and debugging tools. • Developed an OLAT (One Light at a Time) viewer to support Callisto BRDF development and material response validation under controlled lighting conditions. • Extended UE4 Sequencer to support animation of layered material properties and engineered a DCC-to-UE4 cinematic pipeline for automated sequence generation. • Built a Maya FBX exporter with Perforce integration to streamline DCC-to-engine asset and cinematic workflows. • Extended Unreal Game Sync with AWS S3 integration to enable multi-site lighting data distribution. ### Director Of Engineering @ nWay Inc. Jan 2014 – Jan 2019 Power Rangers: Battle for The Grid (Fighting, PC & Consoles – Unity) • Led integration of PlayStation 4, Xbox One, and Nintendo Switch SDKs, delivering authentication, social systems, and DLC workflows. • Reduced load times by 40% by restructuring asset packaging and load sequencing. • Led a cross-system refactor eliminating runtime memory allocations during gameplay. • Leveraged the in-game replay system to reproduce identical gameplay scenarios across platforms for consistent profiling and performance optimization. • Partnered with engineering and production leadership to define technical direction and execution strategy, delivering the project within a 6-month production cycle. Power Rangers: Legacy Wars (Action, Mobile – Unity) • Prototyped and implemented a rollback netcode architecture, improving input latency handling and synchronization stability for competitive PvP combat. • Implemented replay and spectator systems to support competitive features and live-service visibility. • Designed and developed a data-driven patching system and tooling to enable rapid content updates without requiring full client releases. • Established CI/CD infrastructure (Jenkins, HockeyApp) and built internal operational tooling to automate build, testing, distribution, and live service workflows. • Authored and maintained technical design documentation, collaborating with production and QA teams to manage releases and resolve live issues. ChronoBlade(Action RPG, Mobile - Unity) • Led cross-regional engineering teams (USA, Korea, China) across gameplay and platform initiatives. • Designed and implemented load-testing clients to validate backend scalability for 300K+ CCU. • Created automated desync detection tooling to improve multiplayer simulation stability. • Partnered with Netmarble(Korea) and Netease(China) to deliver localization, regional deployment, and ongoing live operations support. ### Senior Software Engineer @ nWay Inc. Jan 2011 – Jan 2013 ChronoBlade(Online Action RPG, Web - Unity) • Architected a fully custom animation state machine–driven combat framework and developed an in-house visual authoring tool, enabling designers to iterate and extend combo and skill systems without engineering intervention. • Built a deterministic lock-step networking model with fixed-point simulation and collision systems to guarantee cross-platform consistency between Flash and Unity clients. • Developed character parts customization pipeline and preview tooling. • Established CI-driven asset pipeline and optimized gameplay systems for memory and load performance. ### Lead Software Engineer @ Pixelberry Jan 2010 – Jan 2011 Fashion Street(SNG, Web - Unity) • Developed player customization features including room placement/decor and clothing tiling systems with UI support. • Implemented client-side networking and asset streaming systems to improve load time and runtime performance. • Integrated Facebook and Cyworld SDKs for authentication, social features, and payment systems. ### Software Engineer @ Electronic Arts Jan 2008 – Jan 2010 Battlefield Online(FPS, PC) • Developed production tools for level, character, and AI workflows in collaboration with designers and artists. • Implemented gameplay systems including tutorial and commander features. • Contributed to DCC-to-engine integration via a Maya exporter plugin. ### Lead Software Engineer @ Mgame Jan 2004 – Jan 2008 Warbane(MMORPG, PC) • Architected and implemented a custom 3D game engine built on OGRE3D. • Developed a world editor with Play-In-Editor support and integrated PathEngine for server-side navigation mesh export. • Implemented seamless terrain rendering using texture splatting, shadow mapping, and static LOD systems. Holic Online(MMORPG, PC) • Built a shader-based rendering system using DirectX 9. • Implemented skeletal animation, dynamic batching (grass/particles), and quad-tree spatial partitioning for rendering and collision. • Developed 3ds Max exporter plugins for character and environment pipelines. Ares Online(MMORPG, PC) • Developed internal tools for designers and artists to streamline content creation. • Implemented localization systems. • Reduced build times from 2 minutes to 10 seconds by eliminating header dependencies and restructuring build configuration. ## Education ### Bachelor's degree in Computer Engineering Ajou University ## Contact & Social - LinkedIn: https://linkedin.com/in/hongsin-sunwoo --- Source: https://flows.cv/hongsin JSON Resume: https://flows.cv/hongsin/resume.json Last updated: 2026-04-12