Tech
Han-byeol Jeon
Producer
Han is a passionate programmer who's experience on two commerical game projects before Somnus helped him through his role as Producer. He specializes in game AI, and enjoys analyzing and solving challenging problems.
Han enjoyed seeing a simple idea evolve into a great game like Somnus through the strengths of the team. He spent his time progamming and designing at the beginning of the project, and focuse more on task management and scheduling as the team grew.
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Hyun-Kyung Ahn "Ken"
General Programmer & Design
Ken worked in variety of fields for the project. He helped with designing levels and brainstorming content in the game. It was a great experience to work with passionate artists to integrate beautiful art into a game. He also worked on researching problems in UE4 and implementing, as well as polishing the mechanics of the game.
Jingyu Lee
Programmer
Jingyu is a programmer who loves problem solving. On this project he solved technical issues. He added a custom log system and blueprint helper functions using C++ and implemented gameplay mechanics like camera mode, 3d object projection for prototyping, and an autoplay system for the main character. He also implemented AI for interactable game objects like the jelly fish house, jelly fish, bubble generator, and snails.
Jiyun
Technical Artist
Jiyun is a technical artist who likes to create art with a programatic mindset. She tries hard to approach a problem carefully considering the different perspectives of people in the art, design, and programming fields. She believes this leads to an efficient and well-coordinated project.
For Somnus she has worked on in-game tool for artists, shader programming and VFX. She is happy to have worked with the creative and passionate people in team BlackPen.
Jacob Saueressig
Game Designer
Jacob enjoys designing games and gameplay programming because they allow him to bridge the worlds of art and science. He enthusiasticly works with artists to achieve the best looking product, while also actively engaging with programmers to create something that works as well as it looks.
Jacob spent most of his time planning and iterating on the game's gameplay logic, player goals, and level layouts. He also supported the audio team in technical implementation of audio events in Wwise. His favorite part of working on this project was designing and developing the in-game hat collection system and its unique interactive user interface.