I'm a Game Designer & Software Enginner who specializes in mobile and VR games development.

Akynna - Tim Nguyen

I'm a Game Designer & Software Enginner who specializes in mobile and VR games development.

Available to hire

I’m a Game Designer & Software Enginner who specializes in mobile and VR games development.

Experience Level

Expert
Expert
Expert
Expert
Intermediate
Intermediate
Intermediate
Beginner

Language

English
Advanced
French
Fluent

Work Experience

VR Software Engineer Intern at Raptor Lab SARL
July 15, 2019 - July 31, 2020
Worked on multiple existing multiplayer VR games in order to improve them and add new features. In parallel to my Master Project at EPFL, I worked on a physical VR hand system using two haptic devices (Novint Falcon).
Project Manager and Lead Game Developer at Raptor Lab SARL
August 1, 2020 - December 15, 2023
Worked on various B2B projects and continued working on our latest VR games in the meantime. I got the opportunity to collaborate with Deezer to prototype two online musical experiences, with the Exoflow company. Developed LOFI Katana, a VR rhythm game that brings a new genre of calm and relaxing gameplay to the classic ones. Took the role of the Lead Developer, Game Designer and Project Manager, and got the opportunity to meet and exchange with our first publisher, VRKiwi, in order to release the game in December.

Education

Bachelor of Computer Science at EPFL
August 1, 2014 - July 31, 2017
Master of Computer Science at EPFL
August 1, 2017 - July 31, 2020

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Education
    Sweet Flow

    Sweet Flow is a mobile puzzle-arcade game I designed and built solo in Godot. Candies stream out from a spawner and ride along flowing water channels across the board; the player taps junctions to reroute the flow and steer each candy into its color-matched candy box, while avoiding hedge obstacles and a dwindling supply of lives. It takes the routing mechanic popularized by Lumosity’s Train of Thoughts and reimagines it with an entirely original art direction — a cozy, sticker-style pastel aesthetic with gouache-textured backgrounds and a fully candy-themed UI, right down to the slider handles and navigation buttons.
    Instead of a fixed set of levels, the game runs on a single endlessly escalating stage. Every candy delivered correctly scores a point, and as your score climbs the candies spawn faster and flow quicker — what starts as a relaxed sorting puzzle steadily tightens into a high-pressure test of focus and reaction. A new map rotates in each week with its own weekly leaderboard, so everyone competes on the same playing field, while the remaining maps are reserved for the premium version.
    What I handled end-to-end:

    Game design - the routing/matching mechanic, the lives system, the score-driven dynamic difficulty curve (spawn rate and flow speed scaling with points), and the weekly map rotation
    Development - all gameplay systems, board/flow logic, state management, and UI built in Godot
    Art direction & integration — a cohesive hand-drawn candy aesthetic implemented consistently across every screen, from the title and difficulty select to the in-game HUD
    Live features - per-map high scores and a weekly leaderboard
    Monetization - banner ad integration plus a free/premium content split

    A complete, shipped mobile game built single-handedly from concept and art to release.

Hire a Game Developer

We have the best game developer experts on Twine. Hire a game developer in Lausanne today.