Seo Kim
Seo Kim
Senior Game Designer. Maker.
With 8+ years in the industry, I’ve shipped high-profile global titles across PC and mobile. Whether it’s massive IPs like Marvel or original AAA projects like Warhaven, I bring the whole toolkit to the table — diving deep into level, system, and encounter design to craft immersive experiences that scale.
Combining the Electrical Engineering & Computer Science foundation with a Media Arts degree, I approach design as a problem-solving process — blending creative intuition with technical logic to build tangible, high-quality experiences in any virtual space.
Game Design
Game design is my primary language. Over the last decade, I’ve learned how to shape an experience from 0 to 1, mastering the versatility required to build in virtual spaces. From architectural spatial design to intricate player progression systems, I orchestrate logic, aesthetics, and mechanics to create immersive worlds that players love to inhabit.
Unannounced Souls-like Title
World Design Encounter Design Unreal Engine 5 Blueprint . .
Working on an unannounced Souls-like title at Round8 Studio. (Details under NDA)
I own world and level design, driving combat encounters, spatial layout, and player navigation.
Warhaven
Level Design Encounter Design Unreal Engine 4 Blueprint .
Led session design for a large-scale 16v16 multiplayer PvP title, working across mission, level, and encounter design.
Created game modes, built maps from grey-box to final, and tuned combat systems to deliver structured, momentum-driven gameplay.
Global Release: September 2023
Mabinogi Mobile
System Design Quest & Narrative Design Unity C# ..
Designed the crafting and gathering systems for Mabinogi Mobile, a modern reimagining of the long-running and beloved Mabinogi IP, retaining its life-sim and social RPG roots.
I structured crafting progression around player learning curves, tuned the in-game ecosystem across dungeons, and authored related quests via internal tools. My work laid the foundation for player progression loops.
Korea Release: March 2025
Marvel Battle Lines
System Design Encounter Design Unity C#
Led PvE mode design for Marvel Battlelines, a strategic turn-based card battler set on a 3x4 grid, featuring iconic Marvel heroes and villains.
I designed and balanced over 80 stages in the Special Ops mode, each with escalating difficulty tiers. I developed XP progression curves and reward economy to match player growth, using formulas and tuning sheets.
I also collaborated directly with Marvel/Disney to ensure narrative consistency, art direction, and IP alignment across content updates.
Global Release: October 2018
Ventures
Beyond big studios, I co-founded an independent studio to experiment with the future of development. I took full ownership of design and C# implementation in Unity, integrating AI-assisted workflows to accelerate production. My focus here was building scalable, iteration-friendly systems that allow for rapid validation of 'Game Feel' and core loops.
Snowball Effect
"Grow a snowball to a cosmic scale and launch it into space"
Combining classic clicker mechanics with a witty narrative, this idle game engages players with a unique visual progression — from mittens to planets — and offers infinite replayability through 'Black Hole Rebirth' mechanic.
Project Malang (Working Title)
"A tactile mobile ASMR experience for the next generation."
Project Malang is a mobile ASMR simulation game developed in Unity, designed to capture the relaxing experience of making bubble tea. Targeting Gen Alpha, the game features a tactile cycle of ingredient crafting, interactive shaking, and simulated drinking, enhanced by soft physics animations and satisfying sound design.
Lab
After finishing my degree in Electrical Engineering & Computer Science, I went on to pursue further academic studies in Media Arts — an interdisciplinary field of tech (signal processing and computer vision) and art, connecting visual, aural, and interactive experiences. I explored the interdisciplinary frontiers of HCI and Media Arts, building apps, sound installations, and interactive mediums — experimenting with a versatile toolkit including Max MSP, Kinect, Arduino, Raspberry Pi, and Processing. This period taught me how to synthesize visual, aural, and interactive elements into a unified experience — bridging the gap between engineering and art.
Circles: A New Musical Interface for an Intuitive Composing Experience
Circles is an interactive composing tool built for those with no musical background, allowing them to write a cohesive song with simple harmonic structure and melody by playing with various forms of circles -- using gestures like connecting (chords progression), dragging (adds melodic note), and swiping (random playback for inspiration).
Singer: A site-specific sound installation translating industrial movement into melody
Singer is a site-specific sound installation that examines the intersection of industrial production and human expression. Featuring a system of motorized conveyor belts equipped with glass objects, the piece generates a complex soundscape of melodic, percussive, and rasping tones as materials strike tuned metal resonators. This award-winning project was recognized for its unique exploration of mechanical rhythm within a spatial context.
NutriVision: AI-Powered Food Grouping & Analysis
This mobile solution utilizes the Naive-Bayes Nearest-Neighbor (NBNN) algorithm to instantly identify food items and categorize them into specific groups. By bridging computer vision with a comprehensive database, the app automatically provides real-time nutrient information and pricing, streamlining the grocery shopping experience for health-conscious users.