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01 / Index — Highlights
Career · 2026
Highlights.
Overview
- Owned the full marketing cycle over nine years — from strategy through execution to results reporting
- Covered the entire marketing spectrum — GTM · IMC · content · performance · social · influencer · offline — across five years in-house and four years agency-side
- Ran global marketing for MapleStory Universe, NEXON's new business line and first blockchain project, for about four years
- Led annual marketing strategy, planning, and execution across every milestone — from build-up through post-launch stabilization
- Built a global marketing master plan and adapted it into localized marketing across 5 countries
- Managed $1M+ annual marketing budgets with 10+ partner agencies
- Ran Korea launch and community marketing on behalf of global game companies
- Owned marketing planning and execution across the board — campaigns, events, brand spaces, and ad creative
Key Results
- Grew the official MapleStory Universe X channel to 230K followers
- Acquired 256K new users within two weeks of the MapleStory Universe global launch
- Hit target with 158M impressions on the Cyberpunk 2077 media saturation campaign
- Recorded 65.6K peak concurrent viewers on the Cyberpunk 2077 unboxing liveRed Dot Award 2021 Winner
- Ran 72 events over two years of Supercell Lounge, reaching 11M cumulative content viewsA.N.D Award two years running
02 / Index — Company
Career · 2026
Company.
- Global top-tier game company
- Started in NEXON's new business division; moved to NEXPACE as the business spun off and an overseas entity was established
- Senior Marketing Manager on the Ecosystem Business Growth Team
- Owned global marketing for the MapleStory Universe ecosystem platform
Legal Entities
NEXON Korea Co., Ltd., Blockchain Division
Pangyo
NEXON Universe Inc.
Pangyo
NEXPACE Limited
Abu Dhabi
- Digital marketing creative agency
- Brand Marketer / AE on the Planning 1 Team
- Ran marketing and community operations on behalf of global top-tier game companies
- European travel program operator
- Online Marketing Manager on the online marketing team
- Owned online marketing for Walk Festival, a European travel program for the 20s–30s
03 / Index — Experience
Career · 2026
Experience.
NEXON.
2022.08 — Present · Senior Marketing Manager · In-house
Phase 1. Build UP — Launch Foundation
2022.08 ~ 2024.08
01. Social Community and Influencer Network Build-up
- Build the community and secure the influencers that MapleStory Universe would stand on at launch
- Set X (Twitter) as the main channel and established everything from channel launch to content strategy and operating structure
- Sourced Web3·gaming cross-domain influencers and ran a dedicated communication channel for them
- Sourced and contracted agencies for community build-up and ongoing influencer management
- X (Twitter) channel operation 70%
- Influencer sourcing and acquisition 100%
- Influencer agency management 100%
- 230K followers after launching the X channel
- 100 influencers secured, with a standing communication channel in operation
Phase 2. Pre-Launching — Alpha & Beta Test
2024.08 ~ 2025.04
02. The Genesis Beta User Acquisition
- Acquire real users for the second open beta test. Bringing in testers at scale mattered most in a Web3 environment where marketing regulation limited the available tactics
- Set the marketing strategy and detailed plan for the second open beta test
- Built a strategy that secured the primary target through communication with the existing community, then extended to a secondary target via paid media
- Designed the funnel from official-site visit through final tester sign-up, predicted drop-off points, and distributed guidance accordingly
- Marketing strategy and detailed planning 80%
- Marketing execution and results reporting 90%
- Agency management 100%
- 506K users acquired for the second open beta test
- 1.7M official website visits and 972K sign-ups over The Genesis period
03. Global Conference Participation
2023 ~ 2025
- Raise brand awareness in the Web3 market
- Broadcast the project's core narrative and generate media buzz
- Joined TOKEN2049 Singapore 2023 as a main sponsor. Planned and ran the keynote, stage branding, lounge, and media room
- Planned and ran the TOKEN2049 Singapore 2024 after-event
- Planned and ran the Binance Blockchain Week 2025 (Dubai) brand booth
- Designed the YGG Play Summit 2024 exhibition booth
- Booth concept and design planning 80%
- Branding assets, giveaway merchandise, and pamphlet planning and production 100%
- On-site experience design and social event planning and operation 70%
- VIP and influencer invitation management 90%
- On-site operations participation 60%
- Raised awareness of NEXPACE and MapleStory Universe
- Boosted social content — attendee recaps and check-in posts about NEXPACE and MapleStory Universe at the conferences
04. NXPC Tokencomics — Technical Docs as a Webcomic
2024.08
- Release the Tokenomics White Paper, the project's core technical document, to the public
- The content mattered but was hard for a general audience to absorb, so it needed a format that was simple and accessible
- Reframed Tokenomics as Tokencomics
- Read the technical documentation more than 10 times to pin down the core mechanics, then reconstructed them as a webcomic story
- Some of the more complex parts were hard to explain in comic form, so video was embedded mid-webcomic for those sections
- Outsourced production across three vendors in parallel — a webcomic studio, a video studio, and a web agency
- Content planning 90%
- Production direction and management 100%
- Agency management 100%
- 538K impressions and 33K retweets with zero ad spend
- Organic pickup by gaming media including GameVu
- Referenced across the industry as a key marketing case
Phase 3. Global Launching
2025.05
05. MapleStory Universe / MapleStory N Global Go-to-Market
- Global launch of MapleStory Universe, releasing the MapleStory N game and the NXPC token simultaneously
- Generate launch impact and convert it into user acquisition under Web3·P2E marketing regulations that restricted execution in key markets
- Built a communication plan around the existing community to bring in the primary target
- Defined the secondary target as "untapped P2E users" and set them as the core target for acquisition marketing
- Defined a 'front-end / back-end' marketing framework in-house to design the campaign in an environment where regulation restricted traditional marketing tactics
- Back-end: the axis the target doesn't see directly but that everything rests on. Content and viral pipelines across third-party channels (media · research · KOLs)
- Front-end: the official campaigns the target sees directly. Meme short-form and Global Stream Clash sat here
- When front-end engagement builds on top of a solid back-end, second- and third-wave organic spread amplifies the effect
- Designed the campaign to raise launch awareness through a meme short-form viral campaign, then take share of Twitch and YouTube streaming with a streaming competition at launch
- Launch campaign planning and execution 90%
- Meme short-form planning and production 100%
- Streaming competition detailed planning and operation direction 100%
- Agency management 100%
- 256K new users in two weeks on a $637K budget
- Meme short-form delivered 110M impressions and 134K click conversions within one week of paid distribution
- Ran the streaming competition with a $200K prize pool. 172 global streamers signed up and produced 664 streams over 10 days — roughly $300 per stream — about 1/10 the cost of the industry standard
Phase 4. Settlement & On-going
2025.05 ~ Present
06. Infinite IP Playgrounds Online Showcase
2025.07
- An online showcase to define MapleStory Universe's vision and announce it externally
- Wrote the MapleStory Universe vision one-liner "Infinite IP Playgrounds"
- Planned the online showcase and defined its part-by-part structure
- Researched references for shooting approach and motion style for each part
- Used a modular production strategy to finish within a 3-week timeline
- Distributed parts across AI film makers, video studios, and animation freelancers, and oversaw the full production
- Online showcase planning, production, and shoot direction 100%
- Online showcase live broadcast 100%
- Agency management 100%
- 26.4K live viewership
- Organic pickup by English-language media including games.gg
07. MSU X Friends — Official Influencer Program
2025.12 ~ 2026.02
- Needed a structure to sustain the production and spread of derivative content that drives virality for official-channel content
- Rebuild the existing influencer system
- Designed and ran an official ambassador program with X (Twitter) influencers on a 3-month collaboration cycle
- Set selection criteria grounded in loyalty to the project and selected accordingly
- Ran it to drive organic content rather than paid assignment content
- Program design and selection criteria 100%
- Overall program operation 100%
- Agency management 100%
- 36 creators produced 1,193 pieces of content on a $52K budget over three months — roughly $43 per piece
- Held 70%+ share of the X feed while the program ran
08. 1st Anniversary Promotion and MSU 2.0 Vision Communication
2026.05 ~ 2026.06
- Re-engage the community around one year of shipped results and the MSU 2.0 roadmap
- Make the case for MapleStory Universe's results to date and present the new vision to build anticipation among investors
- Planned and executed the 1st-anniversary update and MSU 2.0 communication plan
- Planned and produced the 1st-anniversary recap content, published across investor channels and the community
- Planned and produced the MSU 2.0 vision content, published across investor channels and the community
- 1st-anniversary recap content planning/production 80%
- MSU 2.0 vision content planning/production 50%
- Agency management 100%
- Delivered the full anniversary and MSU 2.0 communications program across investor channels and the community
- NXPC traded up ~30% over the campaign window, alongside broader market movement
designfever.
2018.10 — 2022.08 · Brand Marketer / AE · Digital creative agency
🏆01. Cyberpunk 2077 Korea Launch Campaign
2020.01 ~ 2020.12 Red Dot Award 2021 Winner
- Korea launch of CD Projekt Red's AAA open-world title
- Flip community sentiment, soured by a third release delay, and carry it through to launch
- Set the Korea launch marketing strategy and plan around the core goal of "Cyberpunk 2077 is everywhere"
- Defined total media saturation as the paid goal, building a media mix that exposed the primary target 2–3 times a day
- Ran a 4-phase media plan across 12 channels over 58 days — target learning (2.7%) → expansion (10.2%) → sentiment turnaround (7.9%) → total media saturation (79.2%), deliberately concentrating budget in the later phases
- Immediately redesigned the Phase 3 goal from 'audience expansion' to 'sentiment turnaround' after the third release delay was announced (2020.11.19), stabilizing sentiment before Phase 4 media saturation began
- Planned an unboxing live as the impact campaign that built cultural momentum — produced a refrigerator-sized V-Box, handed it to a top-tier streamer, and ran a countdown live show
- Launch campaign strategy and planning 70%
- Ad creative production 70%, ad campaign operation 50%
- V-Box planning and production management 90%, unboxing live operation 80%
- 158M impressions and 37M unique reach on $220K of paid media
- 65.6K peak concurrent viewers and 3.5M cumulative Twitch viewership on the unboxing live
- Red Dot Award 2021 Brand & Communication Winner
🏆02. Supercell Lounge — Brand Offline Space
2019.08 ~ 2021.07 A.N.D Award 2019 Grand Prix / 2020 Winner
- Plan and run a space where people could experience 'Super Fun', Supercell's brand value
- The core mission went beyond a brand space — establishing a standing operating structure that connected on-site programming, content, and social
- Designed a UX roadmap and customer journey map, and planned programs around personas by target
- Planned and ran on-site programs including community game tournaments and family-day events
- Responded to the pandemic, which hit four months after the official opening, by pivoting online (Super Fun @ Home)
- Designed new programs centered on online interaction and reworked the existing ones — online quiz shows, shopping live broadcasts, origami live sessions, and more
- Hired and managed the lounge operating crew
- Program planning and operation 80%
- Supercell Lounge overall management 100%
- 72 online and offline events held, with 36K cumulative event applicants
- 118 pieces of content produced, reaching 11M cumulative viewership
- A.N.D Award two years running
- A.N.D Award 2019 Grand Prix (Supercell Lounge Project)
- A.N.D Award 2020 Winner (Super Fun @ Home Campaign)
03. Supercell Community Marketing and Marketing Content Planning/Production
2018.10 ~ 2022.08
- Korea community marketing for three titles — Brawl Stars / Clash Royale / Clash of Clans
- Planned and ran community game tournaments and seasonal events
- Planned and produced local ad creative
- Game tournament and seasonal event planning/operation 80%
- Local ad creative planning/production 70%
- Scope expanded to global creative planning and production after HQ recognized the planning work
04. Supercell Community Channel Operations
2018.10 ~ 2022.08
- Korea social channel planning/operation for three titles — Brawl Stars / Clash Royale / Clash of Clans
- Ran Brawl Stars social channels, planning and publishing content
- Launched and ran a new Brawl Stars TikTok channel
- Ran Clash of Clans and Clash Royale social channels, planning and publishing content
- Brawl Stars social channel operation 70%
- Brawl Stars TikTok channel launch and operating strategy 90%
- Clash of Clans / Clash Royale social channel operation 70%
- 5M views within one month of launching the Brawl Stars TikTok channel
05. Merge Mansion Local Ad Operations and Creative Production
2022.02 ~ 2022.06
- Korea UA ad operations for Metacore Games
- Develop new global creative
- Set and ran the targeting strategy for Korean local media
- Planned and produced a new ad creative style in the tone of a mystery-thriller movie trailer
- Improved ad performance through A/B testing
- Local media operating strategy and mix 80%
- Local media ad operation 50%
- New creative planning and production 80%
- Korean DAU/WAU/MAU doubled over the period
- The new creative style was adopted as global ad assets
CoA.in.
2017.04 — 2018.06 · Online Marketing Manager · European travel program operator
01. Walk Festival Customer Acquisition Marketing
2017.04 ~ 2018.06
- Customer acquisition for a European travel program aimed at people in their 20s and 30s
- Planned and ran Facebook-led online marketing
- Covered everything from ad content planning and production to media operations and performance management
- Planned and ran the offline info session "Taste of Europe" to boost acquisition
- Managed on-site program operations during a one-month stay in Europe
- Facebook ad content planning and production 80%
- Facebook ad operation 90%
- Offline info session planning and operation 90%
- Sold out 6 cohorts across 2 consecutive seasons (~300 people total)
- 60% acquisition conversion rate on the offline info session