Digital Twin Project
An in-progress digital twin platform, built in deliberate phases — shipping on the web first, then scaling the same world up to VR on Meta Quest. One codebase, one Unity project, growing from browser to headset.
// live fragment shader — move your cursor
Chi Yol Kim. Designer-turned-programmer with 12 projects since 2016 — VR training simulations on Meta Quest, shipped mobile games, and the Unity shaders that tie a world together.
// featured
What I'm building now, plus three shipped projects that show the range: two Meta Quest lab simulations and the shader craft that runs through them. Videos load when you press play.
An in-progress digital twin platform, built in deliberate phases — shipping on the web first, then scaling the same world up to VR on Meta Quest. One codebase, one Unity project, growing from browser to headset.
A reflux-experiment chemistry simulation for students on Meta Quest. Extended the ObjectiveSystem built for Micropipette, authored the hologram guide shaders, highlight effects, and render-order management across the whole app — then profiled it with Unity Profiler, Frame Debugger, and Meta VSS until it held frame on device.
Micropipette technique training on Meta Quest. Designed the overall application structure and built the ObjectiveSystem — the tutorial framework every later project inherited. Authored the Water Tilting and Water Wobble shaders, and owned the final optimization pass end to end.
▶ VIDEO — youtube embed
A 12-week deep dive into Unity CG / HLSL, re-implemented in Shader Graph. Shaders are the first thing a player feels about a world — this is where the design major and the programmer meet. The background of this page is the same craft, running live in WebGL.
// archive
Filter by what you're hiring for.
Team escape experience — in-game flow design, Firebase packet-cost optimization, and post-launch live maintenance.
Web-based math education app. Progressive data loading at entry and aggressive build-size reduction for a smooth first run.
Cat-conquest mobile game, two-person team. Exhibited at BIC; top-3 at a national dev academy.
Rebuilt Archero's sweep UI from scratch to understand the pattern that started with Clash Royale.
Hex-grid tactics prototype — pathfinding, turn order, and grid math.
Released puzzle game. GPGS and Ads plugin integration; a hard-earned lesson in A/B testing early.
Clicker built as lecture material — teaching the loop by building one.
Solo survival game — built the map tool and every resource myself to keep development moving.
First shipped game. Where the whole thing started.
SVN plugin, data search, and CSV/JSON export with encryption — pipeline tools that simplified a design team's workflow.
Ongoing CG/HLSL and Shader Graph studies — from default-shader fundamentals to hologram and highlight effects shipped in VR.
// journey
Most developers see one side of production. I've shipped from all three chairs — which is why the shaders look right, the systems hold up, and the design intent survives.
university major
Learned how things should look — composition, color, and the graphic instinct that later became shader work.
Hound 13
Learned why games are fun — systems, balance, and data. Built VSTO Excel tooling to make the whole team faster.
SIMNI Studio
Learned to build it all — VR simulations on Meta Quest, Firebase live ops, and optimization that holds frame on device.
// contact
Open to game and XR development roles — Unity, shaders, and the space between design and code.