About
Prototype-first game education
Blionc Digital started in Gwangju when a small group of engine programmers tired of watching polished decks replace playable builds. We run cohorts where mentors log frame data, not applause.
Today we serve career switchers, junior developers, internal engineering teams, and graduates who need engine production habits before art lock.
Principles
Prototype first
Playable loops before polish pipelines.
Measured tuning
Profiler evidence beats opinion in reviews.
Team-readable repos
Scene graphs and docs that survive handoffs.
Honest scope
We state what cohorts do not include upfront.
Timeline
First Gwangju lab
Opened a twelve-seat prototype lab focused on gameplay loops.
Studio partnerships
Began co-designing cohorts with two Korean indie studios.
Interactive Build Programs
Launched cross-discipline build tracks linking engine, art, and optimization.
Team
Min-jun Park
Lead instructor
Gameplay systems and combat readability.
Sora Kim
Curriculum designer
Engine workflows and team handoffs.
Elena Cho
Lab mentor
Technical art and shader budgets.
Tae-ho Lee
Lab mentor
Profiling and mobile performance.
Ji-woo Nam
Student advisor
Enrollment planning and mobile UX tracks.
Hae-in Yoon
Operations coordinator
Lab scheduling and vendor coordination.
Dae-won Han
Lab mentor
Networking prototypes and sync diagrams.
Yuna Seo
Curriculum designer
Assessment rubrics and playtest ops.
Kenji Mori
Lead instructor
VR interaction and comfort standards.
Ara Jung
Student advisor
Career switcher onboarding.
Felix Braun
Lab mentor
Tools programming and editor extensions.
So-mi Choi
Operations coordinator
Facilities and headset maintenance.