Jessica Yoon

South Jordan, UT 84095 · 385-237-8483 · jessicakimyoon@gmail.com

I'm a recent CS graduate with a passion for game and software engineering, focusing on backend systems and interactive and intuitive gameplay mechanics. I've used numerous different languages and game engines and led team-based projects of up to 30+ people.

I initially started learning programming for COMP 1010, a requirement I had for my Games minor; I enjoyed it so much that I switched my major from 3D Animation to Computer Science after that semester, and I've been programming since. I love working with others to create applications and games, and iterating on those initial ideas based on feedback.

I'm seeking new opportunities to learn and grow as an engineer and refine my skills.


Education

University of Utah

Bachelor of Science in Computer Science
Minor in Animation
Emphasis in Entertainment Arts & Engineering

GPA: 3.712

August 2020 - December 2025

Projects

Throughout my college experience, I've worked on countless projects in languages like Python, Java, C#, C++, Kotlin, MIPS, x86, LINQ, and MySQL. These have included but are not limited to:

  • Multiplayer Snake (Server & Client Applications)
  • Animated Sprite Editor
  • Interactive D&D Character Sheet Creator
  • Custom Spreadsheet Application
  • More notable projects have their own sections below.


    Lingua Franca

    Lingua Franca is a third-person puzzle game about taking pictures and solving other people's problems to get help with your own.

    Lingua Franca was made using Maya and Unreal Engine 5, utilizing both its native blueprints and C++.

    For this project, I worked as the engineering lead on a team of 30+ people to develop the core mechanics and implement puzzles. I held weekly meetings with the rest of the engineers and communicated with 5 other leads to collaborate between disciplines.

    I developed the core functionality of Lingua Franca's main mechanic, which involved creating an in-game camera that was capable of taking real-time screenshots and displaying them in-game. The player can view these in a journal, and puzzles are solved using these images as environmental clues.

    Lingua Franca uses a quest system and manager (written in C++) to define the solutions to the various puzzles in the game. I worked with other engineers and designers to implement each quest and added character dialogue according to player progression and our narrative team's specifications.


    Clutch

    Clutch is a platformer in which you play as a baby dragon named Terror gathering items from your human's home to add to your hoard.

    Clutch was made using Maya and Unreal Engine 5, its native blueprints.

    Clutch was made with a team of 6 people across different disciplines; on Clutch, I made 45/71 commits on GitHub, and was the only person who worked consistently in engine due to being the only engineer.

    I developed all of the game's core mechanics and spent large chunk of this project teaching myself Unreal Engine 5. During the course of this project, I became very familiar and comfortable with UE5's blueprint system.

    During Clutch's development, I learned how to use animation blueprints and state machines to control a character's movement and idle animations.