Career · 2026 03 / 04

Career.

Email
khjkhjkhj88@gmail.com
Profile
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Portfolio
hyunjunkim.me/portfolio ↗
Based
Abu Dhabi, UAE · Relocating to Seoul
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.

2022.08 — Present

NEXON

  • 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
2022.08 — 2023.10

NEXON Korea Co., Ltd., Blockchain Division

Pangyo

2023.11 — 2024.08

NEXON Universe Inc.

Pangyo

2024.08 — Present

NEXPACE Limited

Abu Dhabi

2018.10 — 2022.08

designfever

  • 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
2017.04 — 2018.06

CoA.in

  • 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

Mission
  • Build the community and secure the influencers that MapleStory Universe would stand on at launch
Execution
  • 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
Ownership
  • X (Twitter) channel operation 70%
  • Influencer sourcing and acquisition 100%
  • Influencer agency management 100%
Results
  • 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

Mission
  • 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
Execution
  • 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
Ownership
  • Marketing strategy and detailed planning 80%
  • Marketing execution and results reporting 90%
  • Agency management 100%
Results
  • 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

Mission
  • Raise brand awareness in the Web3 market
  • Broadcast the project's core narrative and generate media buzz
Execution
  • 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
Ownership
  • 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%
Results
  • 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

Mission
  • 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
Execution
  • 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
Ownership
  • Content planning 90%
  • Production direction and management 100%
  • Agency management 100%
Results
  • 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

Mission
  • 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
Execution
  • 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
Ownership
  • Launch campaign planning and execution 90%
  • Meme short-form planning and production 100%
  • Streaming competition detailed planning and operation direction 100%
  • Agency management 100%
Results
  • 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

Mission
  • An online showcase to define MapleStory Universe's vision and announce it externally
Execution
  • 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
Ownership
  • Online showcase planning, production, and shoot direction 100%
  • Online showcase live broadcast 100%
  • Agency management 100%
Results
  • 26.4K live viewership
  • Organic pickup by English-language media including games.gg

07. MSU X Friends — Official Influencer Program

2025.12 ~ 2026.02

Mission
  • Needed a structure to sustain the production and spread of derivative content that drives virality for official-channel content
  • Rebuild the existing influencer system
Execution
  • 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
Ownership
  • Program design and selection criteria 100%
  • Overall program operation 100%
  • Agency management 100%
Results
  • 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

Mission
  • 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
Execution
  • 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
Ownership
  • 1st-anniversary recap content planning/production 80%
  • MSU 2.0 vision content planning/production 50%
  • Agency management 100%
Results
  • 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

Mission
  • 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
Execution
  • 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
Ownership
  • 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%
Results
  • 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

Mission
  • 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
Execution
  • 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
Ownership
  • Program planning and operation 80%
  • Supercell Lounge overall management 100%
Results
  • 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

Mission
  • Korea community marketing for three titles — Brawl Stars / Clash Royale / Clash of Clans
Execution
  • Planned and ran community game tournaments and seasonal events
  • Planned and produced local ad creative
Ownership
  • Game tournament and seasonal event planning/operation 80%
  • Local ad creative planning/production 70%
Results
  • Scope expanded to global creative planning and production after HQ recognized the planning work

04. Supercell Community Channel Operations

2018.10 ~ 2022.08

Mission
  • Korea social channel planning/operation for three titles — Brawl Stars / Clash Royale / Clash of Clans
Execution
  • 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
Ownership
  • Brawl Stars social channel operation 70%
  • Brawl Stars TikTok channel launch and operating strategy 90%
  • Clash of Clans / Clash Royale social channel operation 70%
Results
  • 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

Mission
  • Korea UA ad operations for Metacore Games
  • Develop new global creative
Execution
  • 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
Ownership
  • Local media operating strategy and mix 80%
  • Local media ad operation 50%
  • New creative planning and production 80%
Results
  • 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

Mission
  • Customer acquisition for a European travel program aimed at people in their 20s and 30s
Execution
  • 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
Ownership
  • Facebook ad content planning and production 80%
  • Facebook ad operation 90%
  • Offline info session planning and operation 90%
Results
  • Sold out 6 cohorts across 2 consecutive seasons (~300 people total)
  • 60% acquisition conversion rate on the offline info session
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