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 UE5 Blueprint
Currently 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.
Ungodly Unity . .
Focused on player progression design, analyzing the full player lifecycle to balance pacing and unlock cadence.
Led quest structure planning, designing content flow across acts, and refining adjustments to optimize exploration, storytelling, and combat experience.
Warhaven UE4 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
System Design Quest & Narrative Design
Mabinogi Mobile 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
System Design Encounter Design
Marvel Battle Lines 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.