AI Assisted Developer · Currently at an IT company

신동훈
Shin DongHoon

Developer and technical writer with 25+ years of experience

After working on operating systems and system software under DOS in the 1990s, Shin began developing games and online network engines in the game industry in 1999. Shin later broadened into IT and system integration (SI) and now works on AI agent-assisted development alongside writing.

Shin studies how to work better with AI from both engineering and humanities perspectives.

🤖 Agentic Engineering ✍️ Tech Writer 🌐 Web · Mobile · Desktop App
25+
Years of Experience
5
Publications
5
Projects

Experience

Game and network engine development · Founding a company and SI work · AI agent-assisted development

~NOW
Currently at an IT company
2025.12 – present
App development with AI agents and research on agentic development methodology, alongside technical writing.
AI agents Development methodology Writing
2012
NTSphere Inc. · Founder
2012 – 2024.12
Outsourced mobile game server development and game server engine consulting. Released the high-performance TCP/IP network engine AEGIS ENGINE as open source (2013) and launched the server automation solution AEGIS NECTA (2014). Built the Battle Shot FPS platform for arcades (2016–17). Delivered and operated many SI projects, including membership, commerce, convenience store, and connected car systems.
TCP/IP Game servers Open source SI
2011
Smilegate
2011.3 – 2011.9
Developed a large-volume data patching solution and a common game launcher.
Patching system Game launcher
2007
Queen's Soft Inc.
2007 – 2011
Built the back-end system and developed the operations management system for the online FPS game Another Day.
FPS games Back-End
2004
Webzen Inc. · R&D Office
2004 – 2006
Developed a company-wide common server engine and a common authentication system.
Server engine Authentication system
1999
Full-stack developer at an online game startup
1999 – 2003
Developed servers and clients for casual games and MORPGs, as well as system monitoring and operations services. Drew on this experience to write 《Online Game Network Programming》 (《온라인 게임 네트워크 프로그래밍》).
MORPG Server/client Technical book

Publications

Technical books, practical guides, general-interest books, and essays

✅ Published
Principles for Designing Habits
습관을 설계하는 원칙들 · 2025. 5
A self-improvement book on the psychological and structural barriers that block action, and on repeatable routines and resilience.
✅ Published
Fintech Grappling with the Climate Crisis
기후 위기를 고민하는 핀테크 · 2025. 4
A technical and general-interest book that views the climate crisis through industry, technology, and digital finance, covering ESG and sustainable design.
✅ Published
Let's Not Just Say We're Fine
그냥 괜찮다고 말하지 말자 · 2025. 4
An essay that considers fatigue and stress from a psychological perspective and offers ways to cope.
✅ Published
Persona
페르소나 · 2025. 3
An essay that looks at how artificial intelligence works its way into daily life and relationships.
📘 Bestseller
Online Game Network Programming
온라인 게임 네트워크 프로그래밍 · 2003 · Daerim
Selected a bestseller in June 2003 and awarded at the Kangcom Awards 2003. A technical book read for many years as the bible of online game server development.

Skills

Working with AI agents, and the development experience behind it

Agentic Engineering
Orchestrating agents, tools, and models Task decomposition and instruction Output review Designing tools for agents to call
Rapid Prototyping
Learning unfamiliar stacks quickly From proof of concept to deployment Android · macOS · Web
Research & Writing
Research, organization, and summarization Design documents and guidelines Writing technical books and essays
Foundational Experience
TCP/IP real-time communication Game server engines Java · C# · Python Web · Windows App

Activities

External activities in the industry and the developer community

2012 – 2024.12
Founded NTSphere Inc.
Developed mobile game solutions and ran SI projects. Developed and released in-house solutions including AEGIS ENGINE and AEGIS NECTA.
2012
Presentation at a startup mobile social network party
Presented 『Online Contents Server Framework』, proposing a server architecture paradigm for the mobile era.
2003 – 2006
Operated the eXtremeNDL server developer community
Organized server developer conferences, released a network engine as open source, and published the P2P UDP hole punching technique, contributing to the formation of server development culture in Korea.
2002
Technical paper for KGDC 2002
Contributed the paper 『Seamless Server를 위한 분산 필드 시스템 설계』 (Design of a Distributed Field System for Seamless Servers) to KGDC 2002, organized by the Korea Game Developers Association (KGDA). Proposed a technical direction for online game server architecture.

Contact

Nickname
@reinlainer
Digital Business Card