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Wonshik Kim

Wonshik Kim

Technical Director, Senior Software Engineer

131 Yangji-ro, Wonju, Gangwon-do, KR, 26461
+82-10-7239-9575
Korean, English

Background


About

About

Software engineer with over 17 years of experience who embraces change and pursues better solutions. Dedicated to solving complex technical challenges and leading teams to deliver successful projects. Sensitive to the latest technology trends and committed to building innovative architectures and development processes through continuous learning.

Work Experience

Work Experience

  • Senior Software Engineer, Cinamon

    Feb, 2024 - Present

    • Introduced Infrastructure as Code (IaC) using Pulumi to provision and manage resources across AWS and Alibaba Cloud, enabling version-controlled infrastructure changes and improved visibility into resource configurations.

    • Designed and developed CineV Shorts, a user prompt-based video generation platform capable of handling high-volume concurrent requests. Built a scalable microservices architecture using asynchronous Queue-Worker patterns with auto-scaling worker nodes to optimize workload processing across AWS and Alibaba Cloud multi-cloud environments.

    • Rebuilt cloud streaming service based on Unreal Engine's Pixel Streaming protocol, implementing WebRTC for real-time video streaming. Developed user authentication, queue management, and reconnection mechanisms using AWS API Gateway, Lambda, and serverless WebSocket. Achieved a scalable and cost-effective architecture with queue-based auto-scaling controllers.

    • Enhanced system observability by implementing OpenTelemetry-based distributed tracing with SigNoz. Integrated tracing across Node.js/Python microservices, AWS services (SQS, S3, Lambda), enabling end-to-end request tracking and reducing MTTR by 60%.

    • Deployed production-grade Kubernetes clusters with Istio service mesh for traffic management, security policies, and observability. Implemented JWT authentication, intelligent routing, circuit breakers, and distributed tracing through Envoy proxy.

    • Established GitOps-based CI/CD pipeline using GitHub Actions, Helm Charts, and ArgoCD, enabling automated deployments with zero-downtime releases.

  • Technical Director, Development Director, Burning Galaxy

    Oct, 2022 - Dec, 20231 year 1 month

    • Established streamlined processes for the development team and acted as an Agile coach, guiding the team in creating user stories and promoting a collaborative and efficient work culture, reducing sprint cycle time by 50%.

    • Prototyped AI-powered virtual avatars integrating OpenAI GPT, Azure Speech Services, and custom TTS pipeline, achieving sub-200ms response times for real-time interactions.

    • Containerized existing Windows IOCP servers using Docker and deployed scalable metaverse infrastructure on Windows Kubernetes with horizontal auto-scaling capabilities.

    • Integrated AWS Distro for OpenTelemetry (ADOT) into Spring Boot applications, implementing comprehensive monitoring stack with distributed tracing, metrics collection, and alerting systems.

  • Lead Software Engineer, Codebrick Inc.

    Dec, 2021 - Sep, 20229 months

    • Architected secure multi-VPC connectivity solution using AWS Transit Gateway and OpenVPN, enabling seamless access to private resources across 15+ VPCs while maintaining security compliance.

    • Set up an effective microservice monitoring environment by integrating applications and Datadog with distributed tracing, unified service tagging, and real-time alerting, enabling comprehensive system visibility.

    • Developed omni-channel e-commerce platform using Nest.js, managing multiple third-party sales channels. Implemented event-driven architecture with Kafka for inter-service communication and achieved 100% test coverage.

    • Established idempotent message processing patterns for Kafka consumers, eliminating duplicate transactions and ensuring data consistency across distributed systems.

  • Lead Software Engineer, Electronic Arts Korea

    Feb, 2020 - Dec, 20211 year 9 months

    • Led cloud-native transformation initiative, migrating legacy on-premises systems to AWS cloud infrastructure and introducing Service Mesh architecture.

    • Implemented automated CI/CD pipeline using GitLab CI and semantic-release, enabling continuous deployment with zero-downtime releases and reducing deployment time from hours to minutes.

    • Built cross-region matchmaking service for Russian deployment using Nest.js and Istio service mesh, implementing regional player prioritization with cross-region fallback to maintain optimal latency and match quality.

    • Pioneered GitOps adoption for Russian live server deployments, implementing infrastructure as code with AWS CDK and automated rollback mechanisms.

  • Director of Engineering, MyCelebs

    Oct, 2019 - Feb, 20203 months

    • Built engineering team from ground up and established development processes, code review standards, and technical documentation practices.

    • Designed multi-region architecture for "MaiMovie" global streaming platform with CDN optimization and edge computing strategies.

  • Software Engineer, Electronic Arts Korea

    Feb, 2019 - Oct, 20198 months

    • Successfully migrated 50+ internal GitLab projects to EA global infrastructure, ensuring seamless integration with enterprise security policies and maintaining zero data loss.

    • Implemented GitLab CI/CD automation, reducing manual deployment errors by 90% and improving development velocity through automated testing and deployment pipelines.

    • Developed secure client-server communication protocols with message encryption and request verification, enhancing game security against common attack vectors.

    • Led technical architecture reviews for server infrastructure modernization and evaluated emerging technologies for future platform improvements.

    • Collaborated with external partners to design Interactive Broadcasting system architecture, defining technical specifications and integration protocols.

  • Senior Engineer in Asia Central Tech, Electronic Arts Korea

    Aug, 2018 - Jan, 20196 months

    Asia Central Tech team develops common systems for online PC/Mobile game servers. ACT serves as a technology services provider for online game server frameworks, 3rd-party publisher SDK integration, business intelligence, and live tools, supporting FIFA Online 3, Need For Speed: EDGE, and FIFA Online 4.

    • Provided technical solutions for complex regional challenges in Chinese and Asian markets, including payment gateway integrations, content delivery optimizations, and regulatory compliance adaptations.

    • Established standardized development frameworks and processes for EA Asia operations, improving code quality and reducing development time across multiple game titles.

  • Server Engineer of FIFA Online 4, Electronic Arts Korea

    Feb, 2018 - Jul, 20185 months

    FIFA Online 4 is a free-to-play massively multiplayer online football game developed by EA Korea and published by Nexon. Released on May 17, 2018, in South Korea and Southeast Asia before the FIFA World Cup.

    • Designed and executed comprehensive load testing strategies, ensuring server stability for 500K+ concurrent players during peak launch periods.

    • Architected Kubernetes-based infrastructure for live game services, implementing auto-scaling policies and health monitoring for zero-downtime operations.

    • Configured high-availability data layer with Redis clustering, MongoDB sharding, and RabbitMQ clustering, achieving 99.99% uptime and sub-10ms response times.

  • Technical Director of Need for Speed: EDGE, Electronic Arts Korea

    Jan, 2017 - Feb, 20181 year 1 month

    Need for Speed: EDGE is a free-to-play MMO racing game developed by EA Korea, published by Nexon (Korea) and Tencent (China). Built on Frostbite 3 engine, based on Need for Speed Rivals. Open beta launched December 10, 2017.

    • Established technical roadmap and development milestones, coordinating efforts across 15+ developers and multiple international studios.

    • Reviewed and improved live release process to increase efficiency, simplifying complex build workflows using Jenkins and minimizing service dependencies.

    • Identified and systematized solutions for recurring technical issues, creating reusable patterns.

    • Implemented agile development methodology with DevOps integration, improving team velocity and establishing continuous delivery practices.

    • Evangelized Jira adoption and Scrum processes across team levels, standardizing project management practices.

    • Facilitated cross-functional communication between internal teams and external studios, ensuring alignment on technical requirements and risk mitigation strategies.

  • Lead Server Engineer of Need for Speed: EDGE, Electronic Arts Korea

    Apr, 2014 - Dec, 20162 years 9 months

    • Pioneered Angular.js integration for game UI development, creating reusable component library.

    • Architected microservices-based game backend using lightweight protocols and fine-grained service boundaries, enabling independent scaling and deployment.

    • Introduced Docker containerization and Docker Swarm orchestration across multi-node clusters, reducing infrastructure overhead and improving deployment consistency.

    • Designed comprehensive system architecture for all game services, including player management, matchmaking, and real-time gameplay systems handling 100K+ concurrent users.

    • Developed custom MSA framework for Node.js with built-in service discovery, load balancing, and circuit breaker patterns.

  • Lead Server Engineer of FIFA Online 3/Mobile, Electronic Arts Korea

    Aug, 2013 - Mar, 20148 months

    FIFA Online 3 is a free-to-play MMO football game released December 18, 2012, in South Korea, later expanded to Thailand, Indonesia, Vietnam, Singapore, Malaysia, and China.

    • Redesigned matchmaker services from single-CPU to scalable distributed architecture, optimizing performance in distributed environment and achieving over 40% improvement.

    • Integrated third-party payment processing systems, implementing secure transaction handling and supporting multiple regional payment methods.

    • Developed comprehensive server API monitoring and analytics system, providing real-time insights into game performance.

    • Established communication protocols between internal development teams and external platform partners, ensuring seamless integration and issue resolution.

  • Client & Server Engineer of FIFA Online 3, Electronic Arts Korea

    Sep, 2011 - Jul, 20131 year 11 months

    • Integrated Scaleform vector graphics engine for Adobe Flash-based UI rendering, achieving 60fps performance on target hardware specifications.

    • Architected modular UI framework with component-based design patterns, enabling rapid development and consistent user experience across game features.

    • Developed core UI components library with standardized APIs.

    • Established UI development pipeline with asset optimization and deployment workflows.

    • Implemented HTTP client infrastructure using libCurl for server communication, ensuring reliable data exchange and error handling.

    • Built RESTful API layer for game business logic, implementing authentication, data validation, and response caching mechanisms.

  • Client Engineer of FIFA Online 2, Electronic Arts Korea

    Jan, 2010 - Aug, 20111 year 8 months

    FIFA Online 2 was a free-to-play MMO football game jointly developed by EA Singapore and Neowiz Games. EA Korea took ownership and upgraded to FIFA 10 engine in 2010. Revenue model based on virtual currency for player cards and stat boosts.

    • Redesigned project build pipeline, reducing compilation time by 50%.

    • Led graphics engine upgrade to FIFA 10, completely rewriting rendering pipeline and achieving 30% performance improvement on target hardware.

    • Developed responsive UI scenes with optimized asset loading and memory management for smooth user experience.

  • Client Engineer of NBA Street Online, Electronic Arts Korea

    Jun, 2008 - Dec, 20091 year 6 months

    NBA Street Online is a free-to-play MMO basketball game co-developed by EA Korea and Neowiz Games. Neowiz handled UI/Frontend while EA Korea focused on game engine and backend gameplay systems.

    • Optimized graphics shaders for characters and environments, achieving 25% performance improvement on low-specification PCs and expanding target audience.

    • Implemented dynamic text rendering system with intelligent caching, reducing memory usage by 40% and improving text display performance.

    • Redesigned tutorial system with improved user onboarding flow, increasing new player retention by 35%.

    • Enhanced gameplay and UI rendering quality, contributing to improved user engagement and game polish.

Skills

Skills

  • Cloud & Infrastructure

    AWS (EC2, ECS, Lambda, API Gateway, S3, SQS, CloudFormation)

    Alibaba Cloud

    Multi-Cloud Architecture

    Infrastructure as Code (Pulumi, CDK)

    Kubernetes

    Docker

    Istio Service Mesh

  • Backend & Microservices

    Node.js/TypeScript

    Nest.js

    Python

    Microservices Architecture

    RESTful APIs

    Event-Driven Architecture

    Message Queues (Kafka, RabbitMQ, SQS)

  • Data & Storage

    Redis (Clustering, Caching)

    MongoDB (Sharding, Replication)

    Time-Series Databases

    Data Pipeline Design

    Database Optimization

  • DevOps & Monitoring

    GitOps (ArgoCD)

    CI/CD (GitHub Actions, GitLab CI)

    Helm Charts

    OpenTelemetry

    Distributed Tracing

    Prometheus/Grafana

    Datadog

    SigNoz

  • Programming Languages

    JavaScript/TypeScript

    Python

    C/C++

Education

Education

  • Division of Media, Bachelor, Ajou University

    Mar, 2003 - Feb, 2009