Thanh Cong Pham
I’m a Unity game developer with about 5 years of experience shipping mobile and tablet games across multiple studios.
About
I’m a Unity game developer with about 5 years of experience shipping mobile and tablet games across multiple studios. I specialize in performance optimization and live-ops systems, building configuration and asset delivery pipelines using tools like Firebase Remote Config and Addressables to help teams iterate safely and release faster.
Across my roles, I’ve designed and delivered feature modules, finite state machines, event-driven systems, and robust addressable-based frameworks to reduce build sizes, improve runtime performance, and speed up production workflows. I also integrate AI-assisted tooling in Unity (including Unity MCPP) to streamline development and support teams building and maintaining live games.
- 5 years' experience
- Joined September 2026
Languages
- EnglishIntermediate
- VietnameseFluent
Industry experience
- Gaming
- Software & Internet
- Computers & Electronics
- Media & Entertainment
Work experience· 7 roles
Mobile/tablet game development across three studios and live-ops feature work. Improved Google Play user-perceived ANR rate from 0.50% to 0.46% within one week by tuning and release-safe build features gated via Firebase Remote Config. Contributed to an on-call/live-ops framework powering 6 live events and maintained an ongoing seasonal skin pipeline using Remote AssetBundles plus config. Integrated the Balance Live Ops SDK for dynamic IAP (10+ offer types) and delivered it without a release by using Remote Config-driven rollout. Built Firebase Remote Config tooling to reduce time spent on config updates and make issues easier to trace. Designed an AI-agent workflow using Unity MCP aligned to project architecture and patterns.
Worked on Tiles Hop (mobile/tablet). Built performance optimizations and live-ops infrastructure using Firebase Remote Config, Addressables, and Addressables asset bundles. Improved user-perceived ANR rate from 0.50% to 0.46% within one week, bringing the game under Google Play’s 0.47% bad-behavior threshold. Developed a ~100-module codebase with Remote Config-driven gating for controlled rollouts and tuning without risky releases. Contributed to a seasonal live-ops framework powering 6 live events and maintained its seasonal skin pipeline (remote Addressables + config). Integrated Balance Live Ops SDK for dynamic IAP (10+ offer types) without requiring a separate release. Built Remote Config tools to save PO time on configuration updates and made config issues easier to trace. Designed Unity MCPP-based AI agent workflows aligned with the project’s architecture and patterns.
Developed a farming adventure mobile game with 5M+ downloads. Built and extended the studio’s in-house base framework, covering core gameplay and live-ops modules. Implemented an in-house mini-game base framework (MiniGamePack plugin), including standard lifecycle, Remote Config-driven mini-game registry, on-demand Addressables per pack, and boilerplate generators. Used it across 4 live-ops mini-games (Valentine, Easter, Miner, Brick). Reduced mini-game delivery from 4 weeks to 2 weeks by streamlining the content pipeline and operational workflows.
Education
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