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    <title>DEV Community: eve </title>
    <description>The latest articles on DEV Community by eve  (@evedev).</description>
    <link>https://dev.to/evedev</link>
    <image>
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      <title>DEV Community: eve </title>
      <link>https://dev.to/evedev</link>
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    <atom:link rel="self" type="application/rss+xml" href="https://dev.to/feed/evedev"/>
    <language>en</language>
    <item>
      <title>3D character rigging in unreal engine</title>
      <dc:creator>eve </dc:creator>
      <pubDate>Thu, 20 Aug 2026 11:48:57 +0000</pubDate>
      <link>https://dev.to/evedev/3d-character-rigging-in-unreal-engine-40o8</link>
      <guid>https://dev.to/evedev/3d-character-rigging-in-unreal-engine-40o8</guid>
      <description>&lt;p&gt;무슨 캐릭터든 언리얼 내에서 애니메이션을 적용할 거라면 언리얼 기본 스켈레톤 구조 그대로 본을 배치하고 rigging을 해주면 언리얼 내 preset animation을 사용하기 좋아서 이 방법을 추천함&lt;br&gt;
근데 과정이 개 귀찮음&lt;/p&gt;

&lt;p&gt;힘든 부분은 그거였음 &lt;br&gt;
나는 마인크래프트 느낌의 뚝뚝 끊어지는 solid한 느낌의 모델링을 원했기 때문에 &lt;br&gt;
본을 배치하고 그에 따른 애니메이션을 제대로 구현해내는 게 좀 까다로웠음&lt;/p&gt;

&lt;p&gt;자료도 많이 없음. 마인크래프트 느낌의 simple lowpoly 모델관련 고퀄 리깅 자료들을 많이 찾아냈지만, 그건 blender (3d modeling software) animation에 최적화된 자료였지, 게임 엔진을 위한 게 아니었음&lt;/p&gt;

&lt;p&gt;하지만 집착 광공의 마인드로 온갖 영상과 문서를 다 봤음&lt;br&gt;
한 7일내내 잠자는 시간 빼고 이것만 붙잡고 있었음 &lt;br&gt;
잘 때도 관련 영상보면서 잠 ㅋㅋ &lt;/p&gt;

&lt;p&gt;그렇게 모델링 + 리깅 + 디폴트 플레이어 교체 + 애니메이션 자동 적용까지 성공했고, 그 과정에서 아주 꿀템 addon과 tutorial을 발견함&lt;/p&gt;

&lt;p&gt;아 알려주기 싫다 (케케 농담)&lt;/p&gt;

&lt;p&gt;  &lt;iframe src="https://www.youtube.com/embed/U23WyAd8o_8"&gt;
  &lt;/iframe&gt;
&lt;br&gt;
  &lt;iframe src="https://www.youtube.com/embed/n4ujrUefQPY"&gt;
  &lt;/iframe&gt;
&lt;/p&gt;

&lt;p&gt;아래 내용은 나 보기 좋으라고 메모한 것 &lt;/p&gt;

&lt;p&gt;character import &lt;br&gt;
설정은 걍 그대로 &lt;/p&gt;

&lt;p&gt;character folder &amp;gt; mannequins &amp;gt; unarmed &amp;gt; abp (animation blueprint) &amp;gt; retarget aniamtions &amp;gt; target dropdown (메쉬 선택) &amp;gt; export regarget assets &amp;gt; content 내 새 폴더 (retargeter) 생성&amp;gt; &lt;/p&gt;

&lt;p&gt;폴더 내 RTG Auto Generated &amp;gt; 메시 겹치지 않게 위치 맞춰주기 &amp;gt; AssetBrowser에서 preset animation 클릭해서 재생시켜보기 &amp;gt; &lt;/p&gt;

&lt;p&gt;내가 import한 캐릭터의 skeletal mesh asset 우클릭 create anim bp &amp;gt; 이 애셋 이름 잘 기억하기 &amp;gt; 열기 &amp;gt; retarget pose from mesh 노드 추가 &amp;gt; 기존 노드 result 핀이랑 연결시켜주기 &amp;gt; ik retargeter 애셋을 이전에 만들어 둔 anim bp 할당 &amp;gt; 컴파일 및 저장 &amp;gt; &lt;/p&gt;

&lt;p&gt;thirdperson blueprint &amp;gt; viewport로 변경 &amp;gt; 메시 클릭 &amp;gt; detail 패널에서 visible 검색 후 비활성화 &amp;gt; visibility based anim tick option &lt;br&gt;
을 always tick pose and refresh bones로 설정 &amp;gt; 컴파일 &amp;gt; &lt;/p&gt;

&lt;p&gt;component 패널에서 add 후 skeletal mesh 선택 &amp;gt; 메시 밑으로 hierarchy 정렬 &amp;gt; skeletal mesh 내 anim class를 만들어둔 anim bp 할당 &amp;gt; &lt;/p&gt;

&lt;p&gt;그 하단의 mesh 패널에서 내가 import한 fbx 선택 &amp;gt; fbx position, location, scale 설정 &amp;gt; compile 및 save &amp;gt; play&lt;/p&gt;

</description>
      <category>gamedev</category>
      <category>productivity</category>
      <category>tutorial</category>
    </item>
    <item>
      <title>Unreal Engine Baby Lets go - UI 01</title>
      <dc:creator>eve </dc:creator>
      <pubDate>Mon, 10 Aug 2026 05:39:49 +0000</pubDate>
      <link>https://dev.to/evedev/unreal-engine-baby-lets-go-ui-01-4a2d</link>
      <guid>https://dev.to/evedev/unreal-engine-baby-lets-go-ui-01-4a2d</guid>
      <description>&lt;p&gt;Alright today I'm gonna show you how to make a simple game and UI in Unreal Engine.&lt;/p&gt;

&lt;p&gt;Honestly the game is just an excuse — the UI is the real point.&lt;/p&gt;

&lt;p&gt;Why am I starting with UI out of nowhere? Because I felt like it.&lt;br&gt;
(Sorry, making UI is just the most fun part for me...)&lt;/p&gt;

&lt;p&gt;But in today's post, you'll only be learning how to create a project and import a model.&lt;/p&gt;

&lt;p&gt;Reason: if I write too much, it disappears mid-writing and takes 100 years to publish.&lt;/p&gt;

&lt;p&gt;Okay~ fire up Unreal and pick Third Person under Games.&lt;br&gt;
Reason: third person comes with some character animations already set up, so it's easier to build on.&lt;/p&gt;

&lt;p&gt;Go with C++, not Blueprints.&lt;br&gt;
Reason: long term, there are fewer limitations.&lt;/p&gt;

&lt;p&gt;Alright, once you've made the project, consider yourself halfway done.&lt;br&gt;
Feel free to close it and pick this up tomorrow, seriously lol&lt;/p&gt;

&lt;p&gt;Anyway, those neon green structures are such an eyesore.&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Fwkflur424xkfahv6uqiu.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Fwkflur424xkfahv6uqiu.png" alt=" " width="800" height="356"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Driving me nuts.&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Fdg00rmpza8uzfkfasdy5.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Fdg00rmpza8uzfkfasdy5.png" alt=" " width="800" height="373"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;lol, changed 'em to white. Hehe.&lt;/p&gt;

&lt;p&gt;How I did it isn't really important so I'll skip it...&lt;br&gt;
(Just selected each object one by one and swapped the material.)&lt;/p&gt;

&lt;p&gt;Okay...&lt;/p&gt;

&lt;p&gt;First let's import a model.&lt;/p&gt;

&lt;p&gt;And that model is~&lt;/p&gt;

&lt;p&gt;The Wakppu Ball model (squee)&lt;br&gt;
(Wakppu Balls — a wax-smashing ball toy that's blowing up in Korea right now)&lt;/p&gt;

&lt;p&gt;For the sake of cultural exchange (1% of the reason)&lt;br&gt;
Purely for my own amusement (99% of the reason)&lt;/p&gt;

&lt;p&gt;Handcrafted the model myself and brought it in.&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Ftc94rf7l2qp4klfia4dm.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Ftc94rf7l2qp4klfia4dm.png" alt=" " width="799" height="499"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;The absurdly overpriced Wakppu Ball in real life...&lt;br&gt;
I'm gonna destroy every last one of you in Unreal...&lt;/p&gt;

&lt;p&gt;Anyway, when you import a model, sometimes the gizmo ends up in another dimension.&lt;br&gt;
When that happens, just fix the pivot.&lt;/p&gt;

&lt;p&gt;Select the object, right-click, then go to Pivot → Set Pivot Offset (Snapping) → Set as Pivot Offset.&lt;/p&gt;

&lt;p&gt;Honestly, instead of looking up the proper method...&lt;br&gt;
I go full caveman mode and just mess around until it works.&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Ffwbiqqvxstwnbyr2uhz0.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Ffwbiqqvxstwnbyr2uhz0.png" alt=" " width="640" height="360"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Did that and it just... worked.&lt;br&gt;
If my method is total garbage, please let me know &amp;gt;_&amp;lt;&lt;/p&gt;

&lt;p&gt;I was gonna share the model but attachments don't work here. Ugh...&lt;br&gt;
Leave your email and I'll send it over...&lt;br&gt;
Eh, I'll just upload it to Google Drive. Go download it.&lt;br&gt;
&lt;/p&gt;
&lt;div class="crayons-card c-embed text-styles text-styles--secondary"&gt;
    &lt;div class="c-embed__content"&gt;
      &lt;div class="c-embed__body"&gt;
        &lt;h2 class="fs-xl lh-tight"&gt;
          &lt;a href="https://drive.google.com/file/d/1e076qQSG9Ue-5NKzsFCx4QeYGPd22198/view?usp=sharing" rel="noopener noreferrer" class="c-link"&gt;
            왁뿌볼.fbx - Google Drive
          &lt;/a&gt;
        &lt;/h2&gt;
        &lt;div class="color-secondary fs-s flex items-center"&gt;
            &lt;img alt="favicon" class="c-embed__favicon m-0 mr-2 radius-0" src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fssl.gstatic.com%2Fdocs%2Fdoclist%2Fimages%2Fdrive_favicon_2026_32dp.png" width="32" height="32"&gt;
          drive.google.com
        &lt;/div&gt;
      &lt;/div&gt;
    &lt;/div&gt;
&lt;/div&gt;


&lt;p&gt;That's it for today~&lt;br&gt;
Bye~&lt;br&gt;
Hahahaha&lt;br&gt;
(abrupt ending)&lt;/p&gt;

&lt;p&gt;[Korean]&lt;br&gt;
자~자 오늘은 &lt;br&gt;
간단한 게임과 unreal ui 제작법을 알려드림&lt;br&gt;
사실 게임은 이용당하는 거고 ui 제작이 핵심임&lt;br&gt;
갑자기 느닷없이 ui 부터 시작하는 이유는 &lt;/p&gt;

&lt;p&gt;내 맘.&lt;/p&gt;

&lt;p&gt;(ㅈㅅ 걍 ui 만드는 게 젤 재밌듬...)&lt;/p&gt;

&lt;p&gt;그런데 오늘 포스트에서는~ &lt;br&gt;
프로젝트 만들고&lt;br&gt;
모델링 불러오는 것만 배우실 거세요. &lt;br&gt;
이유: 길게 쓰면 쓰다가 사라지고 퍼블리시하는데 100년 걸림 &lt;/p&gt;

&lt;p&gt;자~ 언리얼을 켜시고 &lt;br&gt;
게임에서 3인칭으로 선택 &lt;br&gt;
이유는 3인칭이 캐릭터 애니메이션이 어느정도 들어있어서 개발하기 편함&lt;/p&gt;

&lt;p&gt;블루프린트 말고 c++으로 만드셈&lt;br&gt;
이유는 멀리 봤을 때 그게 제한이 적음&lt;/p&gt;

&lt;p&gt;자 이렇게 프로젝트 만들었으면 이제 절반은 했다고 봐야 함&lt;br&gt;
끄고 다음 부터는 내일 해도 됨 ㄹㅇ ㅋㅋ&lt;/p&gt;

&lt;p&gt;그나저나 형광 초록색 구조물 ㄹㅇ 개밤티인듯&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Fwkflur424xkfahv6uqiu.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Fwkflur424xkfahv6uqiu.png" alt=" " width="800" height="356"&gt;&lt;/a&gt;&lt;br&gt;
개 열받는다&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Fdg00rmpza8uzfkfasdy5.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Fdg00rmpza8uzfkfasdy5.png" alt=" " width="800" height="373"&gt;&lt;/a&gt;&lt;br&gt;
ㅋㅋ 흰색으로 바꿔 버림 헤헤&lt;br&gt;
바꾼 방법은 뭐 중요한 게 아니니 넘어가겠음... &lt;br&gt;
(걍 오브제 하나씩 선택해서 머티리얼 바꿨사와요) &lt;/p&gt;

&lt;p&gt;자...&lt;br&gt;
우선 모델링을 하나 불러오겠음&lt;br&gt;
바로 바로 &lt;br&gt;
왁뿌볼 모델링 (꺅)&lt;/p&gt;

&lt;p&gt;요즘 한국에서 유행이니까 문화 전파겸 (1%의 이유) &lt;br&gt;
오롯이 나의 재미를 위해 (99%의 이유)&lt;br&gt;
모델링 수제작해서 갖고 옴&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Ftc94rf7l2qp4klfia4dm.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Ftc94rf7l2qp4klfia4dm.png" alt=" " width="799" height="499"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;현실에서 얼탱없이 비싼 왁뿌볼...&lt;br&gt;
언리얼에서 다 뿌셔주겠어...&lt;/p&gt;

&lt;p&gt;암튼 모델링을 갖고 오면 &lt;br&gt;
기즈모가 저세상으로 가있는 경우가 있는데 &lt;br&gt;
이럴 때는 피벗을 바꿔주면 됨 &lt;/p&gt;

&lt;p&gt;오브제 선택하고, 오른쪽 클릭 &lt;br&gt;
여기에 피버 오프셋 설정 (스냅) -&amp;gt; 피벗 오프셋으로 설정 하면 됨&lt;/p&gt;

&lt;p&gt;사실 방법을 찾아보기 보다는... &lt;br&gt;
나는 자연인이다 감성으로&lt;br&gt;
이것 저것 직접 해보면서 익히는 편인데 &lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Ffwbiqqvxstwnbyr2uhz0.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Ffwbiqqvxstwnbyr2uhz0.png" alt=" " width="640" height="360"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;걍 저렇게 하니까 되더라&lt;br&gt;
내 방식이 개 허접 밤티 방법이면 꼭 알려줭 &amp;gt;_&amp;lt;&lt;/p&gt;

&lt;p&gt;모델링은 공유하려고 했는데&lt;br&gt;
첨부가 안 됨 쩝...&lt;br&gt;
이메일 남기면 보내드림...&lt;/p&gt;

&lt;p&gt;걍 구글 드라이브로 올리겠음&lt;br&gt;
다운받으세영&lt;br&gt;
&lt;/p&gt;
&lt;div class="crayons-card c-embed text-styles text-styles--secondary"&gt;
    &lt;div class="c-embed__content"&gt;
      &lt;div class="c-embed__body"&gt;
        &lt;h2 class="fs-xl lh-tight"&gt;
          &lt;a href="https://drive.google.com/file/d/1e076qQSG9Ue-5NKzsFCx4QeYGPd22198/view?usp=sharing" rel="noopener noreferrer" class="c-link"&gt;
            왁뿌볼.fbx - Google Drive
          &lt;/a&gt;
        &lt;/h2&gt;
        &lt;div class="color-secondary fs-s flex items-center"&gt;
            &lt;img alt="favicon" class="c-embed__favicon m-0 mr-2 radius-0" src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fssl.gstatic.com%2Fdocs%2Fdoclist%2Fimages%2Fdrive_favicon_2026_32dp.png" width="32" height="32"&gt;
          drive.google.com
        &lt;/div&gt;
      &lt;/div&gt;
    &lt;/div&gt;
&lt;/div&gt;


&lt;p&gt;그럼 오늘은 여기까지~ &lt;br&gt;
안녕~&lt;br&gt;
하하하하하&lt;/p&gt;

&lt;p&gt;(급 마무리)&lt;/p&gt;

</description>
      <category>gamedev</category>
      <category>beginners</category>
    </item>
    <item>
      <title>Okay Let me Switch to Unreal</title>
      <dc:creator>eve </dc:creator>
      <pubDate>Mon, 03 Aug 2026 00:54:34 +0000</pubDate>
      <link>https://dev.to/evedev/okay-let-me-switch-to-unreal-2g85</link>
      <guid>https://dev.to/evedev/okay-let-me-switch-to-unreal-2g85</guid>
      <description>&lt;p&gt;Hello. No idea if anyone's going to read this, but writing it feels like I've done something, so here we go. And maybe it helps someone.&lt;br&gt;
For the past few years, I've been building a piece of software in Unity. It has actual users, somehow.&lt;/p&gt;

&lt;p&gt;My role was everything: founder, product owner, and whatever else needed doing. Development, UI, the website, the content. (of course not all of it... I'm not trying to take all the credit for others' work Im just saying what I did) &lt;/p&gt;

&lt;p&gt;That's startup life. I'm good at learning fast and shipping, so it worked.&lt;/p&gt;

&lt;p&gt;But I was not a leading developer in this project so updating the product became kinda frustrating. Moreover, graphics are central to this product, and even with HDRP, Unity wasn't getting me where I wanted. So I decided to switch this product in Unreal Engine yay. &lt;/p&gt;

&lt;p&gt;While switching to Unreal, I also want to clean up the architecture, and add the features I’ve been putting off.&lt;/p&gt;

&lt;p&gt;I know my way around C#. C++, not so much. With Unreal, I've learned the basic UI and not much else. BuT~ You study, you keep going, and things tend to work out. So wish me luck&lt;/p&gt;

&lt;blockquote&gt;
&lt;p&gt;I'll reveal what the product is once the switch to Unreal succeeds&lt;/p&gt;
&lt;/blockquote&gt;

&lt;p&gt;I'll make it work anyhow. Time passes either way, we get older, we all die anyway. So let me just learn and build what I want to build. &lt;/p&gt;

&lt;p&gt;I'm writing this to leave a record of what I learn and what I try.&lt;/p&gt;

&lt;p&gt;Let's go &lt;/p&gt;

&lt;p&gt;헬로 누가 이걸 보기나 할 지 모르지만 이런 글이라도 쓰면 성취감이 드니까 걍 씀 그리고 누군가에게는 도움이 될 수도 있으니까 킬킬&lt;br&gt;
난 지난 몇년간 유니티로 소프트웨어를 하나 만들었음. 나름 유저도 있는 상황 ㅋㅋ&lt;/p&gt;

&lt;p&gt;나의 역할은 대표이자 기획자이자 뭐 올라운더로 참여했음. 개발도 하고... 화면도 만들고 뭐 웹사이트도 만들고 콘텐츠도 만들고 뭐 다 그랬음. 스타트업이 다 그런 거지 뭐. 뭐든 빨리 배우고 결과물을 만들어내는 걸 잘하는 편이라 나름 잘 했음&lt;/p&gt;

&lt;p&gt;다만 내가 메인 개발자로 참여한 건 아니라서 이 프로덕트를 업데이트하는 과정이 좀 아쉽기도 하고 그래픽이 중요한 프로덕트인데 unity는 hdrp라 하더라도 아쉬웠음. 언리얼로 빌드해보면서 구조도 더 탄탄하게 정리하고 고도화하고 싶음&lt;/p&gt;

&lt;p&gt;c#에 대한 이해도는 있는 편인데 c++은 잘 모름 unreal도 기본적인 ui 익힌 거 빼고는 모름 공부해서 하다보면 뭐든 되지 않겠음? 위시 미 럭&lt;/p&gt;

&lt;blockquote&gt;
&lt;p&gt;프로덕트가 뭔지는 unreal로 업그레이드 하는데 성공하면 공개하겠음. &lt;/p&gt;
&lt;/blockquote&gt;

&lt;p&gt;뭐 어떻게든 해 보겠음 어차피 시간은 흐르고 나이는 들고 죽을텐데 이렇게 하고싶은 거 어떻게든 해보면서 뭐라도 만드는 게 남는 거인듯 내가 공부하고 실행해본 걸 흔적으로 남기려고 이 포스트 쓰는 걸 시작해본다&lt;/p&gt;

&lt;p&gt;아자뵤&lt;/p&gt;

</description>
      <category>gamedev</category>
      <category>software</category>
      <category>startup</category>
      <category>beginners</category>
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