Personal Information
Entreprise/Lieu de travail
Gangnam-gu, Seoul, Korea Korea, South
Profession
Executive Producer at Ratio1618 co., Ltd
Secteur d’activité
Entertainment / Sports
À propos
Follow your HEART but don't forget to take your BRAIN with you.
* First 3D game company entrepreneurship (Ecstasy Entertainment) in Korea 1994
* Ministry of Information and Technology Minister Prize for 3D game "Take Back" 1995
* First game + movie project "Gwichindo" 3D game development PD / I2 Enterprise 1997
* Virtual Company Solution development project / CEO (Cydea) 2000
* Ministry of Culture and Tour / Game Academy establishment committeeman 2001
* Ministry of Culture and Tour / Subsidiary organization KGDI consultant 2001~2005
* Ministry of Culture and Tour / Korea Game information System project consultant "GITISS.org"
* SDU, Industry-University Collaboration profes
Mots-clés
osmu
Tout plus
- Présentations
- Documents
- Infographies
브롬톤의 혁신스토리 최형욱.Key
Hugh Choi 최형욱
•
il y a 11 ans
Gamification in tourism final pdf
ALTBrasov
•
il y a 9 ans
Digital, Social & Mobile in 2015
We Are Social Singapore
•
il y a 9 ans
Integral:S 통합프로그램 소개자료
ROA Invention LAB Inc. CEO
•
il y a 9 ans
50 Stunning Mobile Statistics
Vala Afshar
•
il y a 10 ans
2014 it 시장 대전망 보고서_roa consulting
ROA Invention LAB Inc. CEO
•
il y a 10 ans
99 Facts on the Future of Business
removed_98c8d4827eb0208c4db118838b8f6010
•
il y a 10 ans
[GAMENEXT] 오프닝 세션 : 모바일 게임의 현재와 미래(게임빌)
GAMENEXT Works
•
il y a 11 ans
[NDC13] 모바일/소셜/플랫폼, 변화의 시대
GAMENEXT Works
•
il y a 11 ans
스마트폰 게임 시장 리뷰 및 2012년 게임빌 사업 전략
GAMENEXT Works
•
il y a 12 ans
Gamification Intro for Content Strategy
Corinne Schmid, MBA, ECMm
•
il y a 12 ans
Gamification: A New Way of Marketing
Matmi
•
il y a 12 ans
Gamification Session barcamp Hamburg 2011
Philipp Gonzales-Scheller
•
il y a 12 ans
How to Design for the Future - Cross Channel Experience Design
Samantha Starmer
•
il y a 11 ans