Experienced and motivated individual that can immerse work and complete given tasks in an excellent manner by the deadline.
A high-performing multitasker as a project manager in the gaming industry, capable of reading rapidly changing trends in the market and user demands.
Confident in analyzing real- time data to optimize the current service and minimize risks and successfully bring out the wanted KPI.
- Testing numer of games for future pulbishing titles (Online / Mobile)
- Working closely with Dev to prepare working builds
- Condcuting many FGT worldwide to get more informaiton on targed users
- IP related work to collaborate outside game with inner artists
- 2021~ 2023 : Successfully serviced mobile game 'V4'
- 2020: Main PM to the launch of global mobile game 'V4'
- 2019: Main PM to the global launching of casual game “Runway Story”
- 2019: Contributed to the launch and service management of “Overhit Global”
- 2018: Managed the domestic service of “Overhit”
- 2018: Participated in Korea Game Exhibition G-Star, submitted a demonstration of “Mabinogi Mobile”
- 2018: Contributed to the launching of “Marvel Battle Lines” card game
(collaborated with Disney and Marvel)
- 2017: Worked with a foreign developer to provide service of “DomiNations Asia”
- 2017: Contributed to the management of “HIT” for the domestic market
- 2016: launched and managed Nexon’s first global casual mobile game “Quiz Planet”
Skills for preparations before games’ launch
a Analyzed competition games, reinforced games’ strengths prior to their launch
b Checked games’ overall contents and participated in discussions on specifications for compensation
c Responded to technical issues that occurred in the development process
d Conducted load tests and charged on overall management including operation tools, translation, events, sales proposal
e Analyzed KPI by examining data of similar games
Skills for after games’ launch
a Responded real-time to issues related to server malfunction, bugs, CS-issues and so on
b Optimized marketing strategies reflecting trends
c Analyzed relevant indices and in-game data, planned events and proposed ways to attract long-term users
Identified needs of different regions in the global market and made adjustments for “glocalization” of games