I am an experienced Unity Developer with over 7 years designing and developing games for mobile, web, and VR across genres including multiplayer, puzzle, idle, match-3, and casual games. I contributed to over 70 mobile games, focusing on high-performance code, optimizing gameplay systems, and delivering seamless mobile performance. My skills include writing clean, scalable code, integrating SDKs and APIs, and resolving technical issues while maintaining peak efficiency. I have deep knowledge of programming principles, design patterns, and memory management, and have collaborated on multiple projects with cross-functional teams. I am passionate about immersive player experiences and excited to contribute to innovative game features while continuously enhancing performance and efficiency.
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[link](https://www.twine.net/signin
The aim of this project was to create a prototype for a basketball card game that simulates player-vs-player (PvP) gameplay but uses AI for the opponent. The focus was on developing core gameplay mechanics and AI logic to demonstrate the game’s potential for future expansion into full PvP mode.
I was responsible for implementing the game logic, managing the game’s data structures. giving the stakeholders a clear vision of how the game could evolve into a full release. The well-structured data management ensured scalability and easy iteration for future development.
[link](https://www.twine.net/signin
The aim was to create a clone of This Is Blast! as a portfolio demonstration, focusing on recreating the core gameplay, visual style, and overall game feel of the original title.
I worked as the solo developer on all aspects of the project, handling the full development process from gameplay implementation to UI, level flow, visual polish, and testing. I focused on building the main blasting mechanics, player interactions, scoring/progression systems, and responsive controls to deliver a smooth and engaging gameplay experience.
This project allowed me to demonstrate my ability to independently analyse an existing game, break down its mechanics, and recreate them in Unity while maintaining clean project structure and polished presentation for portfolio purposes.
[link](https://www.twine.net/signin
The objective was to resolve critical issues in a MOBA game that affected both the Unity client and the server-side infrastructure, along with optimizing database usage for better performance and stability. Ensuring the game was fully functional and stable for release, integrating the necessary publisher SDKs was also a key requirement.
I identified and fixed major bugs on both the Unity and server-side code. In addition, I optimized the database. After resolving these core issues, I successfully integrated the publisher’s SDKs, which allowed the game to be Released seamlessly.
[link](https://www.twine.net/signin
The goal was to develop a fully functional and engaging match-3 game from scratch, taking it from concept and design through development to final release. As the solo full-stack developer, I was responsible for every aspect of the project, including gameplay design, code development, and the release process.
The project was developed end-to-end by me, including asset creation, coding, and testing, to ensure a smooth and bug-free experience.
[link](https://www.twine.net/signin
The aim was to create a VR-based asymmetrical multiplayer game that provides a fun and engaging experience for 4 players. One player acts as a defender using a VR headset, while three attackers challenge them using mobile devices.
I worked on all aspects of development, focusing primarily on the VR part, while also developing the mobile gameplay, multiplayer mechanics, and server-side logic. I implemented Unity Gaming Services (UGS) to manage the multiplayer backend, ensuring smooth communication between players across devices.
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