
π Editorial Note: Preserving the History of Novus
Before you read: This article digs deep into the origins of RF Online. We have tracked down the history of the RF Engine.
All facts below are gathered from public records, old news archives, and the game’s own staff credits. We share this to celebrate the hard work of the people who gave us our childhood memories. Please respect the developers’ legacy and enjoy this trip down memory lane
All staff list obtained from RF Online\System\staff.txt
Odin Development Group


βRF Onlineβ is a 3D MMORPG with SF background. ODIN Development Group was the primary team responsible for the creation of the R3 Engine and RF Online.
In early stage of RF Online, Odin Development team took 5 years to develop this game, when average development period of online games is less than two years at that time. Led by Mr. Jang (Jang Un-il / Oneal Jang) from the beginning to 2006.
2004 ODIN Development Group
| Leadership | Producer: Youn Seok-Ho (μ€μνΈ) Leader: Jang Un-il (μ₯μΈμΌ) |
| Game Design | Game Designer: Choi Chang-ho (μ΅μ°½νΈ) β ββ Core Game Designer (4) β ββ Kwon Gyong-man (κΆκ²½λ§) β ββ Im Ik-soon (μμ΅μ) β ββ Lee Min-jeong (μ΄λ―Όμ ) β ββ Koo Jung-hwan (ꡬμ ν) β ββ Game World Designer (2) β ββ Park Jong-woon (λ°μ’ μ΄) β ββ Lee Dong-won (μ΄λμ) β ββ Scenario Editor: Yang In-ho (Do Hyun) (μμΈνΈ) β ββ Interface Designer: Hwang Sun-yong (ν©μ μ©)) |
| Program | Server Programmer (2) ββ Oh Ho-eun (μ€νΈμ) ββ Lim Young-gi (μμκΈ°) Client Programmer (3) ββ Jang Su-hwan (μ₯μν) ββ Baek Hye-gyung (λ°±νκ²½) ββ Kang Sung-jin (κ°μ±μ§) Engine Programmer (2) ββ Jang Un-il (μ₯μΈμΌ) ββ Yoon Myung-ahn (μ€λͺ μ) |
| Graphic Design | Lead Graphic Designer (3) ββ Park Sang-soo (λ°μμ) ββ Lee Seok-jae (μ΄μμ¬) ββ Choi Duk-hyun (μ΅λν) β ββ 2D Design β ββ Lead 2D Designer: Kim Tae-hyung (κΉνν) β ββ 2D Designer (8) β ββ Ham Hyun-il (ν¨νμΌ) β ββ Ham Hyun-chul (ν¨νμ² ) β ββ Kong Su-jin (곡μμ§) β ββ Kwon Sang (κΆμ) β ββ Park Ki-sun (λ°κΈ°μ ) β ββ Park Hyoung-jun (λ°νμ€) β ββ Song Yong-geun (μ‘μ©κ·Ό) β ββ Juen Ju-bae (μ μ£Όλ°°) β ββ 3D Character Design β ββ 3D Designer (12) β ββ Han Joo-sang (νμ£Όμ) β ββ Jung Myoung-park (μ λͺ λ°) β ββ Kim Eun-joo (κΉμμ£Ό) β ββ Kim Sang-gun (κΉμ건) β ββ Park Sun-young (λ°μ μ) β ββ Suk Jeen-hyun (μμ§ν) β ββ SunU Yoon-bin (μ μ°μ€λΉ) β ββ Yoon Suk-Hyun (μ€μν) β ββ We Cheol-woong (μμ² μ ) β ββ Lee Sun-min (μ΄μ λ―Ό) β ββ Hyung Yoo-min (νμ λ―Ό) β ββ Yoon Tae-kyu (μ€νκ·) β ββ 3D Still Art Designer β ββ Sohn Hyun-ho (μννΈ) β ββ 3D Scene Design (8) β ββ Lee Jae-yong (μ΄μ¬μ©) β ββ Kim Joo-yong (κΉμ£Όμ©) β ββ Lim Pil-hwan (μνν) β ββ Kang Hyun-jae (κ°νμ¬) β ββ Kwon Oh-min (κΆμ€λ―Ό) β ββ Moon Jae-won (λ¬Έμ¬μ) β ββ Lee Se-young (μ΄μΈμ) β ββ Lee Eun-joo (μ΄μμ£Ό) β ββ Real Time Cinematics Design (4) β ββ Jung Moon-gi (μ λ¬ΈκΈ°) β ββ Kim Du-ha (κΉλν) β ββ Kim Hong-choel (κΉνμ² ) β ββ Lee Soo-nam (μ΄μλ¨) β ββ Effect Design β ββ Lead Effect Designer: Choi Dong-soon (μ΅λμ) β ββ Effect Designer (2) β ββ Shin Soonook (μ μμ±) β ββ Kim Jin-hwan (κΉμ§ν) β ββ Animation (7) ββ Kim Yong-kook (κΉμ©κ΅) ββ Kim Do-yong (κΉλμ©) ββ Sung Ju-hyun (μ±μ£Όν) ββ Kim Koon-jick (κΉκ΅°μ§) ββ Han Kyung-hee (νκ²½ν¬) ββ Hwang Seo-jin (ν©μμ§) ββ Lee Sang-ick (μ΄μμ΅) |
| Sound | Sound Concept Designer: An Sang-il (μμμΌ) OST Director Composer: Cho Sung-woo (μ‘°μ±μ°) Composer: Choi Yong-lak (μ΅μ©λ½) β ββ SFX Engineer (2) ββ Jang Chul-ho (μ₯μ² νΈ) ββ Choi Eun-jin (μ΅μμ§) |
2006 ODIN Development Group
| Leadership | Producer: Youn Seok-Ho (μ€μνΈ) Leader: Jang Un-il (μ₯μΈμΌ) |
| Game Design | Game Designer: Choi Chang-ho (μ΅μ°½νΈ) β ββ Core Game Designer (4) β ββ Kwon Gyong-man (κΆκ²½λ§) β ββ Im Ik-soon (μμ΅μ) β ββ Lee Min-jeong (μ΄λ―Όμ ) β ββ Koo Jung-hwan (ꡬμ ν) β ββ Game World Designer (2) β ββ Park Jong-woon (λ°μ’ μ΄) β ββ Lee Dong-won (μ΄λμ) β ββ Scenario Editor: Yang In-ho (Do Hyun) (μμΈνΈ) β ββ Interface Designer: Hwang Sun-yong (ν©μ μ©) |
| Program | Server Programmer (2) ββ Oh Ho-eun (μ€νΈμ) ββ Lim Young-gi (μμκΈ°) Client Programmer (4) ββ Jang Su-hwan (μ₯μν) ββ Baek Hye-gyung (λ°±νκ²½) ββ Kang Sung-jin (κ°μ±μ§) ββ Kim Min-sub (κΉλ―Όμ) Engine Programmer (2) ββ Jang Un-il (μ₯μΈμΌ) ββ Yoon Myung-ahn (μ€λͺ μ) |
| Graphic Design | Lead Graphic Designer (3) ββ Park Sang-soo (λ°μμ) ββ Lee Seok-jae (μ΄μμ¬) ββ Choi Duk-hyun (μ΅λν) β ββ 2D Design β ββ Lead 2D Designer: Kim Tae-hyung (κΉνν) β ββ 2D Designer (8) β ββ Ham Hyun-il (ν¨νμΌ) β ββ Ham Hyun-chul (ν¨νμ² ) β ββ Kong Su-jin (곡μμ§) β ββ Kwon Sang (κΆμ) β ββ Park Ki-sun (λ°κΈ°μ ) β ββ Park Hyoung-jun (λ°νμ€) β ββ Song Yong-geun (μ‘μ©κ·Ό) β ββ Juen Ju-bae (μ μ£Όλ°°) β ββ 3D Character Design β ββ 3D Designer (12) β ββ Han Joo-sang (νμ£Όμ) β ββ Jung Myoung-park (μ λͺ λ°) β ββ Kim Eun-joo (κΉμμ£Ό) β ββ Kim Sang-gun (κΉμ건) β ββ Park Sun-young (λ°μ μ) β ββ Suk Jeen-hyun (μμ§ν) β ββ SunU Yoon-bin (μ μ°μ€λΉ) β ββ Yoon Suk-Hyun (μ€μν) β ββ We Cheol-woong (μμ² μ ) β ββ Lee Sun-min (μ΄μ λ―Ό) β ββ Hyung Yoo-min (νμ λ―Ό) β ββ Yoon Tae-kyu (μ€νκ·) β ββ 3D Still Art Designer β ββ Sohn Hyun-ho (μννΈ) β ββ 3D Scene Design (8) β ββ Lee Jae-yong (μ΄μ¬μ©) β ββ Kim Joo-yong (κΉμ£Όμ©) β ββ Lim Pil-hwan (μνν) β ββ Kang Hyun-jae (κ°νμ¬) β ββ Kwon Oh-min (κΆμ€λ―Ό) β ββ Moon Jae-won (λ¬Έμ¬μ) β ββ Lee Se-young (μ΄μΈμ) β ββ Lee Eun-joo (μ΄μμ£Ό) β ββ Real Time Cinematics Design (4) β ββ Jung Moon-gi (μ λ¬ΈκΈ°) β ββ Kim Du-ha (κΉλν) β ββ Kim Hong-choel (κΉνμ² ) β ββ Lee Soo-nam (μ΄μλ¨) β ββ Effect Design β ββ Lead Effect Designer: Choi Dong-soon (μ΅λμ) β ββ Effect Designer (2) β ββ Shin Soonook (μ μμ±) β ββ Kim Jin-hwan (κΉμ§ν) β ββ Animation (7) ββ Kim Yong-kook (κΉμ©κ΅) ββ Kim Do-yong (κΉλμ©) ββ Sung Ju-hyun (μ±μ£Όν) ββ Kim Koon-jick (κΉκ΅°μ§) ββ Han Kyung-hee (νκ²½ν¬) ββ Hwang Seo-jin (ν©μμ§) ββ Lee Sang-ick (μ΄μμ΅) |
| Sound | Sound Concept Designer: An Sang-il (μμμΌ) OST Director Composer: Cho Sung-woo (μ‘°μ±μ°) Composer: Choi Yong-lak (μ΅μ©λ½) β ββ SFX Engineer (2) ββ Jang Chul-ho (μ₯μ² νΈ) ββ Choi Eun-jin (μ΅μμ§) |
2009 Development Team (Post-ODIN)
Jang Un-il left CCR in May 2006, and the team was reorganized under new leadership without the ODIN branding. He is highlighted in the Special Thanks section as a “Leader” in staff.txt.
But the game development continue, the complete development of RF Online from early development to the present listed in (Timeline History/ Game Version page).
| Leadership | Producer: Youn Seok-Ho (μ€μνΈ) |
| Game Design | Lead System Designer: Jung Seun Hyun (μ μΉν) β ββ System Designer (8) β ββ Han Dong Joon (νλμ€) β ββ Choi Young Jun (μ΅μμ€) β ββ Kim Sung Hee (κΉμ±ν¬) β ββ Kwak Jung Kyung (κ³½μ κ²½) β ββ Kim Ki Seon (κΉκΈ°μ ) β ββ Kim Jae Hyeok (κΉμ¬ν) β ββ Hong Sung Soo (νμ±μ) β ββ Hwang Won Hee (ν©μν¬) β ββ World Design β ββ Lead World Designer: Lim Jong Hwan (μμ’ ν) β ββ World Designer (2) β ββ Sim In Bo (μ¬μΈλ³΄) β ββ Song Hee Been (μ‘ν¬λΉ) β ββ Scenario Editor: Song Jung Min (μ‘μ λ―Ό) β ββ Interface Designer: Min Ju Won (λ―Όμ£Όμ) |
| Program | Chief: Kim Hyun-woo (κΉνμ°) β ββ Server Programming β ββ Senior Server Programmer: Yang Seung-bong (μμΉλ΄) β ββ Server Programmer (9) β ββ Kim Tae Wan (κΉνμ) β ββ Lee Do Hyung (μ΄λν) β ββ Ryu Woo Sik (λ₯μ°μ) β ββ Jung Woo Chul (μ μ°μ² ) β ββ Kong Kyung Hoon (곡경ν) β ββ Kong Su Jin (곡μμ§) β ββ An Woo Tae (μμ°ν) β ββ (Additional programmers) β ββ Client Programming β ββ Senior Client Programmer: Ahn Sang-Hak (μμν) β ββ Client Programmer (6) β ββ Koo Jae-won (ꡬμ¬μ) β ββ Han Deuk-hyun (νλν) β ββ Kwak Cheol-seung (κ³½μ² μΉ) β ββ Lee Young Hoon (μ΄μν) β ββ Kim Min Woo (κΉλ―Όμ°) β ββ Jung Dong Young (μ λμ) β ββ Engine Programming ββ Senior Engine Programmer: Yang Jung-hyuk (μμ ν) ββ Engine Programmer (3) ββ Hwang Won Taek (ν©μν) ββ Kang Young Sun (κ°μμ ) ββ Ryu Seung Tai (λ₯μΉν) |
| Graphic Design | Lead Graphic Designer (2) ββ Kwon Sang (κΆμ) ββ Ham Hyun Chul (ν¨νμ² ) β ββ Character Design I β ββ Lead Designer: Jang Young Hee (μ₯μν¬) β ββ Designer (3) β ββ Seo Jung Wook (μμ μ±) β ββ Lee Gwang Suk (μ΄κ΄μ) β ββ Kim Ho Joong (κΉνΈμ€) β ββ Character Design II β ββ Lead Designer: Kim Sung Gon (κΉμ±κ³€) β ββ Designer (2) β ββ Choi Hyo Jeong (μ΅ν¨μ ) β ββ Heo Eun Young (νμμ) β ββ Animation Design β ββ Lead Designer: Yoon Young Bae (μ€μλ°°) β ββ Designer (4) β ββ Yang Jung Hwan (μμ ν) β ββ Kil Sun Mi (κΈΈμ λ―Έ) β ββ Lee Jae Wook (μ΄μ¬μ±) β ββ Lee Myoung Ho (μ΄λͺ νΈ) β ββ Scene Design I β ββ Lead Designer: Kim Young il (κΉμμΌ) β ββ Designer (5) β ββ Seo Jung Ho (μμ νΈ) β ββ Kim Yong Tae (κΉμ©ν) β ββ Kang He Jung (κ°νμ ) β ββ Lee Tae Woong (μ΄νμ ) β ββ Jang Jung Eui (μ₯μ μ) β ββ Scene Design II β ββ Lead Designer: Kim Ju Yong (κΉμ£Όμ©) β ββ Designer (5) β ββ Kim Sa ik (κΉμ¬μ΅) β ββ Park Hyung Chul (λ°νμ² ) β ββ Bae Yong Bum (λ°°μ©λ²) β ββ Choi Youn Hoon (μ΅μ€ν) β ββ Jo Kyung A (μ‘°κ²½μ) β ββ Effect Design ββ Lead Designer: Lee Jong Soon (μ΄μ’ μ) ββ Designer (3) ββ Nam Chang Keun (λ¨μ°½κ·Ό) ββ Kim Jin Woo (κΉμ§μ°) ββ Jung Eui Sik (μ μμ) |
R3 Engine
The R3 engine (R3 Technology TM) was developed at CCR itself and is optimized for online RPG games from the design. It is superior in performance, function, and use compared to 3D MMORPG which partially remodeled foreign FPS game engines such as Unreal, Quake Engine.
Expression of wide space became possible by reinterpreting and approaching the BSP structure which was appropriate for indoors that was used in the Quake engine or other foreign engines but not for outdoors. The world and characters can be managed through quick, simple structures both indoors and outdoors.
The Multi layered Materials System enables dynamic expression on the map based on BSP. Very dynamic, various expressions are created from technologies including Skybox that supports beautiful, extensive expressions, vertex shade for high quality features, Pixel shade, Volumetric effects for brilliant special effects, Enhanced Particle System, Dynamic Light, and a weather system. This makes an appeal as an exciting game to users.
The R3 engine shows high quality, high frames not only to high-feature users but also to low-feature graphic cards (Geforce 2 MX, Radeon 7500). (A high frame rate is shown even in the thick forest (P-III 550,Geforce2MX 32M)
Since the basic structure was set based on the chip set of the next generation which supports TnL from early designs, the present Geforce-FX, Radeon-9800 shows the best quality and performance. R3-Engine2.0 is currently under operation. Faster speed and higher quality are planned to be presented in Geforce-fx, Radeon-9800, and the 3D card that will be released in the future. Keep your expectations high!
Speed is one of the strongest functions of R3 engine. 20 million polygons can be managed per second at maximum. The game would not affect the number of polygons in the background. However, the speed is not slowed down at all, although brilliant effects cover the screen from background+character+effects and other dynamic factors based on fast speed which made the most of the acceleration functions of 3D hardware. This speed will support the genuinely large-scaled RF battle of planets.
R3 Engine written in C++ programming language.
Reference :
- 2004 Staff list (staff.txt)
- 2005 Staff list (staff.txt)
- 2006 Staff list (staff.txt)
- 2009 Staff list (staff.txt)
- This is game (RFμ¨λΌμΈμ μ₯μΈμΌ, MMOμμ§ κ°λ°μ€)
- WebArchive (PlayRF/RF Engine)



