Game Server Engineer · 20+ yrs C++/C# · Distributed Servers · Live Ops · Shared Infra
I’m a server developer who has been building C++ game servers for over 20 years. What I do best is taking a server from a blank page through global launch and into stable live operation. Across multiple titles I’ve repeatedly built concurrency- and consistency-sensitive systems — queues, chat, community, guilds — and turned those lessons into shared foundations that let the next project solve the same problems faster and more reliably.
Experience
Com2uS — Game Server Engineer (Senior)
Apr 2021 – Present · Polyphos Studio
Summoners War: Rush — Content & Shared Modules (Mar 2024 – Present)
- Developed/operated the login and real-time chat servers, and handled dungeon content & level design and matching-system optimization
- Built guild and guild-linked content, and a cross-server guild war
- Developed cheat/abuse detection and defense (stage-clear hacks, money/kill abuse) and hacking-judgment BI
- Consolidated shared server code into common libraries and modernized the build/dev environment (unified Windows/Linux builds, upgraded MySQL 8.x/OpenSSL/protobuf, ASAN/valgrind debugging)
Summoners War: Chronicles (Apr 2021 – Feb 2024)
- Built the .NET-based login/queue (start) server — entry-ticket issuance/validation, concurrency control, AES ticket auth to block unauthorized entry (C++17)
- Re-architected chat (region/world/guild/party/whisper) into a unified community server with rate-limiting, profanity, reporting, translation, and moderation (C++, C#)
- Developed dungeon/content servers such as the location-based random stage “Galagos Ruins” and the ranking system (MySQL)
- Ported the whole project from Windows to Linux and supported the US/global launches on the server side
LINE PLAY — Game Server Engineer
Jan 2012 – Apr 2021
LINE PLAY Server·Client Network Library / Live Service (Jan 2012 – Apr 2021)
- Built and packaged a cross-platform (iOS/Android/Windows) game network library with packet encryption (AES/OpenSSL), session, and logging, shared across clients
- Developed/operated LINE PLAY square content and backend systems broadly, and designed/built the new protobuf/broker-based “Square 2.0” server through launch and stabilization
- Built greenfield billing (MTS) gateway, channel-info server (CIS), and ranking server, and improved performance (e.g., Redis adoption)
- Continuously developed/operated live content (Disney-IP collab events, collections) and modernized the Tellus script-quest server (VS2015, Python 2→3, Protobuf 3.x, Redis, load testing)
A2R — World Server / Seamless Framework (Apr 2016 – Jan 2018)
- Designed/built a ZeroMQ-based seamless-world framework, and developed field/dungeon distributed (region) world servers, an object system (objects/triggers/monsters), Behavior-Tree AI, and Lua scripting
LINE Fruitmon Server (Feb 2015 – Apr 2015)
- Built an offline-capable socket server (Python-embedded content, Facebook platform integration)
NHN — Server Developer
Aug 2005 – Dec 2011
Hangame Poker / OurGame (Aug 2005 – Dec 2011)
- Developed, operated, and maintained Hangame poker servers (PC/mobile)
- Developed and maintained the China OurGame Dou Di Zhu server
OnTimeTech — Software Engineer
Oct 2004 – Aug 2005
- Developed automated verification programs for feature phones and SKT handsets
Ewhacom — Software Engineer
Jul 2003 – Aug 2004
- Developed a Samsung Electronics PLM project and a design-drawing management program
Indi System — Software Engineer
Jul 2000 – Jul 2003
- Developed an internet broadcasting solution (lead) and a skin browser
Skills
- Languages: C++, C#, .NET, Python, Lua
- Backend / Data: MySQL, Redis, Oracle Database, Microsoft SQL Server, Protocol Buffers, ZeroMQ, Apache ZooKeeper
- Systems / Architecture: Distributed Systems, Server Architecture, Backend Development, Network Programming, Multithreading, Socket Programming
- Game / Service: Game Server Development, MMORPG, Live Operations, Anti-Cheat
- Infra / Quality: Linux, Jenkins, CMake, Google Cloud Platform (GCP), Performance Optimization, Load Testing