t
ttobeok

DDoVerse

@ttobeok

FullCycle Solo Developer CEO

Corea del Sud
Coreano, Inglese
Alcune informazioni sono riportate in lingua inglese.
Chi sono
I am a full-cycle solo developer capable of handling everything from planning to development, deployment, and operation. I have built real-world SaaS platforms, mobile apps, and game clients/servers, with a strong focus on meeting deadlines and clear communication. My expertise includes AI-based automation pipelines and full-stack development across various engines and frameworks.... Continua a leggere

Competenze

t
ttobeok
DDoVerse
offline • 

Consulta i miei servizi

Creazione prototipi
I will develop unreal unity game prototype, gameplay features

Portfolio

Esperienza lavorativa

Self

Self

Lavoratore autonomo • 2 yrs 4 mos

Founder & Full-Stack Developer

Dec 2025 - Present9 mos

Run a one-person development studio, covering the full cycle from requirements definition and UI design through backend development, deployment, and live operations. - Built and currently operate two live SaaS products: a team scheduling and collaboration tool, and an AI-assisted content planning service powered by an LLM analysis-and-generation pipeline. - Delivered contract projects for external companies, including a location-based video platform and a real-estate data platform with a large-scale crawling and normalization pipeline. - Designed and implemented a real-time multiplayer sync server (Node.js, Socket.IO, Redis, PostgreSQL) using viewport grid-cell Pub/Sub channels to handle concurrent traffic efficiently. - Built an automation pipeline connecting video-generation APIs with editing-tool scripting, including failure detection and retry logic, reducing production cost by over 50%. - Develop games in parallel: Unreal Engine 5 (C++, HD-2D RPG) and Unity 6 (URP 2D).

Game Client Developer & Team Lead

Oct 2023 - May 20251 yr 7 mos

Led client-side development of VirtualBuster, a VR arcade shooter built in Unreal Engine 5, and shipped it on Steam. - Served as team lead and project manager: defined scope, broke down tasks, scheduled milestones, and drove the project through to release. - Implemented core gameplay systems in C++ and Blueprints, including weapon handling, enemy behavior, and VR interaction and comfort tuning. - Handled the full Steam release pipeline: build packaging, store page preparation, and post-launch patching. - Coordinated planning, art, and engineering work to keep every milestone build stable and playable.