[Rookiss Live Seminar] Introduction to Startups in the AI Era
The AI era is advantageous for solo development, so the time has come for everyone to take an interest in entrepreneurship and startups. I've prepared a seminar as an introduction to the various things that will happen when you start a startup.

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Hello, this is Rookiss.
https://inf.run/18sC4
Recruitment for the March 2026 class has begun!
Topic: ComfyUI 3D Model Generation and Polishing Using Generative AIThe goals for 2026 are to develop a hyper-casual game in June and Duckov as a solo developer in December.
To secure a solo development cycle that includes not only code but also major art assets like models,
generative AI lectures centered on ComfyUI are being held in the first half of the year.
In February, we explored the basic concepts of ComfyUI and generative AI-based image generation.
In March, we will focus our research on '3D models,' which are more interesting from a game developer's perspective,
and steadily prepare to create games like hyper-casual titles and Duckov.
[Key Contents of the March 2026 Class]
- Local/Remote-based 3D model generation pipeline with ComfyUI
- Analysis of pros and cons of paid vs. local models (texturing, rigging, animation, etc.)
- Testing generated assets in Unity/Unreal
Live Schedule: February 28, 2026 – March 22, 2026 (Sat/Sun 8pm–11pm, 8 sessions x 3 hours = 24 hours)
Tuition:660,000 KRW ->330,000 KRW
The following is a list of planned lectures (subject to change):
- Local/Remote-based Video generation pipeline with ComfyUI
- Python programming learned through ComfyUI workflow automation
- Practical Unity/Unreal hyper-casual game development (assembling/placing previously created generative assets)
Notes:
- Classes are recruited as individual modules so you can pick only the topics that interest you.
- Accordingly, the previous "alumni discount" system has been discontinued.
Regarding UE5 TechLab:
- The [UE5 Tech Lab], which was operated in parallel as a pilot, will be operated separately in the future as the difficulty level is not suitable for general students.
- The main target audience is professional programmers, and recruitment will be conducted for a small selected group (20-30 people).
- Content is being prepared forthat even professionals often only imagine but hesitate to challenge due to uncertainty, such as [Iris-based MMORPG Implementation], [UE5 MCP Server Production], and [UE5 Distributed Server Production]. Unlike general lectures, the value of these technologies is different and R&D alone takes several months, so a separate notice will be posted once recruitment begins. mà ngay cả những người trong ngành cũng thường chỉ tưởng tượng chứ không dám thử thách vì thiếu tự tin như [Triển khai MMORPG dựa trên Iris], [Xây dựng máy chủ UE5 MCP], [Xây dựng máy chủ phân tán UE5] đang được chuẩn bị. Khác với các bài giảng thông thường, vì giá trị kỹ thuật khác biệt và quá trình R&D mất tới vài tháng, chúng tôi sẽ đăng thông báo riêng khi bắt đầu tuyển sinh. Thank you!
Hello, this is Rookiss.
We are starting recruitment for the 3rd cohort
(January 2026 session) of the Rookiss AI Creative GameDev Challenge.
Recruitment Period: December 19, 2025 (Fri) ~ December 28, 2025 (Sun)
Challenge Period: December 28, 2025 (Sun) ~ January 24, 2026 (Sat)
Particularly from this cohort, we will be operating a combination of Unity Indie Lab and UE5 Tech Lab. Please refer to the link for detailed information.
https://inf.run/K8JqR[Unity Indie Lab] Cat Management Simulation
Instructor: Rookiss
Live Schedule (40+ hours)
- Mon/Wed: Data Structures & Algorithms with Illustrations (Beginner, 8pm~10pm)
- Tue/Thu: C# with Illustrations (Introduction, 8pm~10pm)
- Sun: Cat Management Simulation (Intermediate, 8pm~10pm)
I used to be a huge fan of various management simulation games made by. The graphics were simple, but the gameplay was excellent, and I was impressed by the company's business direction of creating similar games with different themes. I did think that if the graphics were just a bit cuter, they might have gained more mainstream popularity. On the other hand, there was a game that caught my attention immediately because the graphics were so adorable. A prime example is made by TREEPLLA. Games featuring cute and fluffy cats have already established themselves as a mainstream genre and are loved worldwide without any polarizing opinions (cats are love, after all!). In this session, I plan to provide a sample game by transforming Kairosoft's , one of my favorite games, into a cat-style version. Even in seemingly simple games, there's plenty to learn, such as and . Let's grow our skills by studying C# and data structures & algorithms on weekdays, and immerse ourselves in cat game development on weekends to achieve both short-term and long-term growth. Most importantly, if you can learn with Nano Banana using assets created directly by the Rookiss team and extract your own art resources... isn't the direction for solo game development already right in front of us? [UE5 Tech Lab] Counter-Strike Recreation (Part 1)
Instructors: Liu & Haker
Live Schedule (12 hours)
- Sat: Counter-Strike Recreation with Liu & Haker (Advanced, 8pm~11pm)
[Core Technologies Covered in This Project]
- Iris: Concepts, usage, and network optimization of next-generation networking
- CharacterMovementComponent: CMC concepts, network synchronization, and custom code implementation
- UAF: Concepts and utilization of the next-generation animation framework (subject to change)
- Gameplay Ability System: GAS concepts, usage, and network synchronization
- Server Rollback Hit Detection: Implementing fair bullet hit detection, the most challenging technique in FPS
When Unreal Engine transitioned from 4 to 5, it brought revolutionary changes to rendering.
Nanite, Lumen - the graphics paradigm shifted.
So what will change in the transition from 5 to 6?
This time, core frameworks that directly impact the content level are being completely renewed.
Iris, UAF, and other core logic systems we use daily are being completely redesigned.
In particular, Unreal's network system, which can be called the heart of the engine, has evolved beyond the limitations of the existing structure
into a next-generation framework called Iris.
This technology has already been validated through real-world application in Fortnite for the past two years.
Learning these technologies after Unreal Engine 6's official release will be too late.
Many next-generation technologies have already been released at beta level.
As an Unreal developer, you cannot stop evolving.
In this course, we won't just learn 'how to use' next-generation technologies.
We'll understand why these advancements were made, including their background and core concepts.
And we won't stop at learning.
We'll develop CounterStrike ourselves and apply all the technologies in practice.
I'll organize and share with everyone the many technologies I've researched this year,
and with Haker's guidance, we'll explore together
the future of Unreal Engine technology as envisioned by Korea's top-tier engineers.Hello, I'm Rookiss.

We are announcing the release of a new course.
- Topic: Diablo 1 PCG Dungeon Generation Algorithm
- Instructor: Hong Sabu
- Link:https://inf.run/KpDrq
===============================================The gaming industry is experiencing significant changes due to generative AI.
Success stories from small teams that have maximized AI utilization,
such as Escape From Duckov, continue to emerge.
The greatest advantage of generativeAI is time savings.What would take a person several months to create, AI can finish in just a few minutes.
It's particularly excelling in areas like character modeling and animation.
However, AI doesn't do 'everything' yet.Especially when creating game maps or utilizing specific features of a game engine,
it still inevitably requires human intervention.How can we ensure game quality while minimizing human effort?
There could be various answers, but our Rookiss R&D team believes that
as the AI era approaches, the value of Procedural Content Generation (PCG) technology willI expect it to continue increasing.
The dictionary definition of PCG is as follows:
- Procedural: According to rules/procedures
- Content: Game content
- Generation: Create!In other words, it's a technology that uses specific computer algorithms to generate infinite content.
In fact, PCG technology is already being utilized in various games.
- Diablo -> Dungeon generation
- Minecraft → Infinite random world generation
- Hades → Ever-changing room structures
- No Man's Sky → Planets, creatures, terrainTo conduct related research, I contacted various industry professionals
and ultimately recruited programmer, a former Com2uS employee, as an R&D team member.
The first topic is to recreate the dungeon generation code from
Blizzard's, which is my favorite game of all time and inspired me to dream of becoming a game developer. Over a period of 3 months, I gathered various information and
reconstructed the PCG dungeon algorithm fromto work in C# and Unity 3D environment ,
and the art resources were also carefully crafted through dedicated outsourcing personnel.<홍사부> will be researching and sharing various technologies that support game development in the AI era, such as PCG / Motion Matching,
and more.Thank you!

