I'm Shawn Dongwon Kim, a Senior Software Engineer with 9 years of industry experience focusing on gameplay programming, core systems, and UI development for games. I excel in Unreal Engine 4/5, C++, and multiplayer networking, and I’m passionate about rendering and tooling like Jenkins to deliver polished, performant experiences. I also enjoy leading teams, onboarding new engineers, and mentoring colleagues to help them grow. I love shaping gameplay systems end-to-end, collaborating across disciplines, and shipping cross-platform titles on PC, consoles, and mobile. Outside of coding, I’m motivated by performance optimization, robust pipelines, and creating engaging player experiences.

Shawn Dongwon Kim

I'm Shawn Dongwon Kim, a Senior Software Engineer with 9 years of industry experience focusing on gameplay programming, core systems, and UI development for games. I excel in Unreal Engine 4/5, C++, and multiplayer networking, and I’m passionate about rendering and tooling like Jenkins to deliver polished, performant experiences. I also enjoy leading teams, onboarding new engineers, and mentoring colleagues to help them grow. I love shaping gameplay systems end-to-end, collaborating across disciplines, and shipping cross-platform titles on PC, consoles, and mobile. Outside of coding, I’m motivated by performance optimization, robust pipelines, and creating engaging player experiences.

Available to hire

I’m Shawn Dongwon Kim, a Senior Software Engineer with 9 years of industry experience focusing on gameplay programming, core systems, and UI development for games. I excel in Unreal Engine 4/5, C++, and multiplayer networking, and I’m passionate about rendering and tooling like Jenkins to deliver polished, performant experiences. I also enjoy leading teams, onboarding new engineers, and mentoring colleagues to help them grow.

I love shaping gameplay systems end-to-end, collaborating across disciplines, and shipping cross-platform titles on PC, consoles, and mobile. Outside of coding, I’m motivated by performance optimization, robust pipelines, and creating engaging player experiences.

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Experience Level

Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
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Language

English
Fluent
Korean
Fluent
Japanese
Intermediate

Work Experience

Senior Software Engineer & Director at We Craft Games Inc.
April 1, 2025 - June 4, 2024
Contributed to an Unreal Engine 5 Third Person Scenario Driven Openworld RPG focusing on Audio System & Media System with Wwise, gameplay combat, and performance optimization. Responsibilities included remote collaboration and leadership.
Senior Software Engineer at Jetpack Interactive
January 1, 2023 - September 30, 2024
Worked on a AAA competitive multiplayer FPS with UE4/5 and crossplay support. Contributions include core gameplay systems, input simulation, widescreen support, camera work, crash handling, gamepad integration, PC-specific gameplay configuration, UI and settings, engine code modification, and programming. Also served as support/substitute lead engineer for onboarding, hiring, mentoring, and team management.
Game Engineer at Treehouse Games
November 1, 2021 - December 31, 2022
Developed core gameplay systems and UI frameworks for AAA Voyagers of Nera multiplayer RPG using Unreal Engine 4/5. Created abstract character interaction systems, dynamic props, item inventory system, and contributed to gameplay mechanics and optimization during mid-production. Worked fully remote.
Software Engineer at Pearl Abyss
May 1, 2021 - October 31, 2021
Worked on Kill Option, a AAA cooperative FPS game (UE4). Developed networked gameplay features, Jenkins build system, gameplay mechanics, multiple UI frameworks, and the entire gameplay HUD resembling Call of Duty Warzone style for an unannounced FPS. Hybrid remote role.
Software Engineer at Gasket Games
October 1, 2018 - May 31, 2021
Contributed to Warhammer: Age of Sigmar (Turn-based Strategy) with multiplayer ability systems, UI/widgets, Wwise audio integration, localization, media manager, automated audio subtitle pipeline with Jenkins, and core gameplay systems. Also worked on Overmind (multiplayer MORPG) prototyping dynamic props, traps, and character abilities. Led programming for BudFarm Idle mobile game including monetization, UI, game features, and build machine pipelines. Transitioned from on-site to remote work.
Senior Software Engineer & Director at We Craft Games Inc.
April 1, 2025 - Present
Worked remotely on an Unreal Engine 5 third person scenario driven openworld RPG focusing on Audio System & Media System with Wwise, Gameplay & Combat, and Performance Optimization.
Senior Software Engineer at Jetpack Interactive
September 30, 2024 - July 18, 2025
Contributed to a AAA competitive multiplayer FPS (UE4/5, Crossplay) by working on core gameplay systems, input simulation, widescreen support, camera work, crash handling, gamepad integration, PC-specific gameplay configuration, UI and settings, engine code modification, Steam & PSN integration and API/SDK support. Supported and substituted as Lead Engineer for onboarding, hiring, mentoring, and team management.
Game Engineer at Treehouse Games
December 31, 2022 - July 18, 2025
Developed gameplay systems, UI frameworks, and dynamic prop and item inventory systems for the AAA multiplayer RPG Voyagers of Nera (UE4). Remote role focused on gameplay mechanics, Unreal networking, and optimization until mid-production.
Software Engineer at Pearl Abyss
October 31, 2021 - July 18, 2025
Worked on Kill Option, a AAA Cooperative FPS Game (UE4) contributing networked gameplay features, Jenkins build system setup, gameplay mechanics, multiple UI frameworks, and the entire gameplay HUD resembling CoD Warzone style.
Software Engineer at Gasket Games
May 31, 2021 - July 18, 2025
Contributed to Warhammer: Age of Sigmar (Turn-based Strategy, UE4, Crossplay) with multiplayer ability system, UI/Widget, Wwise integration, localization, media management, automated audio subtitle workflow pipeline, core gameplay systems, and Steam & PlayFab integration. Worked also on Overmind (MORPG prototype) and led programming for BudFarm Idle Mobile Game with UI, gameplay system, monetization, and build machine integration.
Senior Software Engineer & Director at We Craft Games Inc.
April 1, 2025 - Present
Core gameplay systems, audio and combat features, UI and performance optimization; leading gameplay engineering and mentoring; onboard, hire, and manage a cross-disciplinary team; remote-friendly leadership role.
Senior Software Engineer at Jetpack Interactive
September 1, 2024 - October 3, 2025
Core gameplay systems and input simulation for AAA FPS; wide-screen support, camera work, crash handling, gameplay programming; Steam & PSN integration; replacement lead engineer responsibilities.
Game Engineer at Treehouse Games
December 1, 2022 - October 3, 2025
Abstract character interaction systems, UI frameworks, gameplay mechanics, dynamic prop system, item inventory; worked on AAA title for Steam Link; remote work.
Software Engineer at Pearl Abyss
October 1, 2021 - October 3, 2025
Networked gameplay features, Jenkins build system, gameplay mechanics, multiple UI frameworks, and UI programming; contributed to UE4 project Kill Option; onboarding and Jenkins pipeline integration.
Software Engineer at Gasket Games
May 1, 2021 - October 3, 2025
Warhammer: Age of Sigmar (turn-based strategy, UE4 crossplay); gameplay systems, input handling, camera work, UI, and Steam/PSN integration; lead technical contributions and onboarding.
Game System Designer at Moonrabbit
January 1, 2015 - October 3, 2025
System & balance design, prototyping in Unity; early game design roles.
Game Designer at Digital Frog
January 1, 2014 - October 3, 2025
Level design, quest design, Lua scripting; early career game design roles.

Education

Associate’s Degree at British Columbia Institute of Technology
January 1, 2016 - December 31, 2017
BSc at DigiPen Institute of Technology
January 1, 2009 - December 31, 2010
High School Diploma at Korea Game Science High School
January 1, 2006 - December 31, 2008
Associate’s Degree at British Columbia Institute of Technology
January 1, 2016 - December 31, 2017
BSc at DigiPen Institute of Technology
January 1, 2009 - December 31, 2010
High School Diploma at Korea Game Science High School
January 1, 2006 - December 31, 2008
Associate Degree at British Columbia Institute of Technology
January 1, 2016 - January 1, 2017
BSc in Computer Science at DigiPen Institute of Technology
January 1, 2009 - January 1, 2010
High School at Korea Game Science High School
January 1, 2006 - January 1, 2008

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Software & Internet, Media & Entertainment, Consumer Goods