Portfolio

Portfolio

The visual portfolio and this blog answer different questions. The visual portfolio shows the career arc and finished work. This page explains the bridge between those projects and the technical writing on this site: what problem each project addressed, what I personally built, what evidence is public, and what remains private.

  • Open the full visual portfolio for bilingual project cards and the complete timeline.
  • Read About for my background across Supercent, NCSOFT, Com2uS, and Hongik University.
  • Use Start Here to enter the technical archive by topic and format.
  • See Work with Me if your team needs a scoped technical review.

AI product engineering portfolio overview The visual portfolio is the gallery. This page is the evidence map.

I separate three kinds of evidence: shipped internal systems, public repositories, and published technical analysis. They do not prove the same thing, so I do not present them as if they do.

From a project to a useful article

A project card can show an outcome, but it rarely shows the decisions behind it. The writing on this site starts where a portfolio card ends.

flowchart LR
    A["A real product problem"] --> B["What I built"]
    B --> C["Evidence and constraints"]
    C --> D["Technical writing"]
    D --> E["What I would improve next"]

That loop is the site’s operating model. I begin with a problem I have encountered, retrieve evidence from source code, papers, experiments, or production constraints, and then publish the part that another engineer can inspect or reuse.

Project threadProduction problemWhat I ownedPublic trail
AI products and RAGMake private studio knowledge searchable, grounded, and operableRetrieval pipelines, agent workflows, product surfaces, and operational controlsRAG writing and the visual portfolio
Agent harness engineeringMake tool-using agents finish bounded work without hiding failureExecution loops, edit integrity, critic gates, skills, and verification contractsPublic repositories plus agent writing
Multimodal QATurn screenshots and gameplay video into useful QA signalsCV pipelines, OCR, detection, VLM interpretation, and report designResearch record, vision writing, and portfolio evidence
Game AI and build automationEvaluate game state and make production workflows reproducibleSimulation agents, procedural systems, Unity tooling, and coding-agent-driven buildsPlayable work and Unity production articles

Production AI products: retrieval has to become operations

SAGA RAG search engine operations interface SAGA connects retrieval quality to a product surface that a game studio can actually operate.

At Supercent, I built AI products where retrieval was only the middle of the system. SAGA indexes 594 game-design documents and 1,563 vectors across 15 games, combining RAG-Fusion, CRAG, hybrid search, cross-encoder reranking, and a grounding-oriented generation pattern. Millie extends that direction into per-user knowledge operations and a Slack-driven local-agent system. Brain focuses on citation-first knowledge operations with incremental ingestion and connected editing workflows.

The portfolio shows these as shipped products. The related writing explains the reusable engineering questions:

The practical lesson is that retrieval quality, permissions, observability, and user experience cannot be reviewed independently. A good answer is not enough if nobody can trace its source, correct the knowledge, or understand why the system chose a tool.

Agent tooling: the harness is part of the product

jeo-code coding-agent harness jeo-code is one part of a public tool family built around bounded execution and verification.

My open-source agent work is public enough to inspect directly:

  • jeo-code is a Bun-based coding-agent harness with a multi-provider tool loop, anchored-edit integrity, and a verify-before-done contract.
  • jeopi explores a critic-gated plan, execute, and verify spine.
  • jeo-skills packages reusable workflows across agent runtimes.
  • oh-my-jeo provides a spec-first workflow layer around chat agents.
  • jeo-claw connects Discord commands to bounded repository work.

The associated articles are not release announcements. They document design pressure and failure boundaries:

I treat agent orchestration as earned complexity. One capable agent with clear tools and a visible completion contract is usually better than a large cast of agents with vague authority.

Multimodal QA: a screen is evidence, not a verdict

AutoQA tooling running against a game screen AutoQA work combines classical vision, learned detectors, and language-based reporting rather than assuming one model can own the whole verdict.

My graduate research and personal tooling connect image-based QA, OCR, multi-scale template matching, fine-tuned detection models, video context, and VLM-assisted bug reporting. The interesting problem is not whether a model can describe a frame. It is whether a team can turn visual observations into a reproducible QA workflow with known false negatives and reviewable evidence.

This thread includes an IEEE RAAI 2024 poster on image-based game QA automation and a 2025 publication on automated QA reporting from natural-language captions. The multimodal and vision archive provides the wider technical context behind that work.

Internal data and unpublished research artifacts are not public evidence. Where I cannot share a dataset, customer document, or source repository, I state the boundary instead of replacing it with a stronger claim.

Game AI and automation: where the production instinct started

Castle War physics siege gameplay Castle War is a playable project, but the main experiment was the coding-agent-driven production workflow behind it.

At NCSOFT and Com2uS, I worked on simulation-based difficulty evaluation, cellular-automata and GAN-based generation, reinforcement-learning prototypes, Unity-to-Python systems, and internal production tools. That experience shaped a simple bias: an AI feature is unfinished until the surrounding workflow is measurable and reproducible.

Recent public work carries that idea into build automation and agent-driven game production:

The games matter, but so does the method: explicit build contracts, generated assets with review boundaries, repeatable verification, and honest reporting when the environment cannot complete a native build.

How I make the writing inspectable

Search rankings, GitHub stars, and a polished screenshot are weak substitutes for evidence. My editorial contract is more specific:

  1. Who: Every article is published under my name and links back to About, where my production and research background is explicit.
  2. How: Repository articles start from primary sources. When I claim code runs, I execute it or label the limitation. Version-sensitive findings are dated.
  3. Why: The goal is to help engineers make a decision, reproduce a result, or avoid a failure mode. It is not to summarize every trending repository.
  4. Corrections: Readers can report a mistake through Contact. I verify concrete corrections and update the article rather than silently preserving a stronger claim.

This does not make every post equally useful to every reader. It does make the origin, method, and boundary of the work visible.

Choose the view you need

If you want to see…Start here
The visual career and project galleryFull visual portfolio
The person and career path behind the workAbout
The strongest technical articles by topic and formatStart Here
Public source repositoriesGitHub
A concise career documentResume
A scoped review of your own systemWork with Me
Corrections, questions, or collaborationContact

The portfolio is the record of what I built. The blog is where I expose the reasoning, evidence, and unresolved questions behind it.