Bao Do
I am a creative and technically agile Game Engineer with 3 years of experience driving gameplay development, system design, and performance tuning across mobile RPG, platformer, and puzzle titles.
About
I am a creative and technically agile Game Engineer with 3 years of experience driving gameplay development, system design, and performance tuning across mobile RPG, platformer, and puzzle titles. I’m known for building scalable systems, integrating compelling visuals, and crafting tools that enhance team workflows. I am passionate about blending design and code to deliver responsive controls and deeply engaging player experiences.
I excel at collaborating cross-functionally to translate creative concepts into cohesive, high-quality game experiences. My skills include modular frameworks, custom tools, iterative prototyping, and performance optimization, all centered on maximizing player engagement and immersion.
- 3 years' experience
- Joined August 2025
Industry experience
- Gaming
- Software & Internet
- Media & Entertainment
Work experience
Implemented a reusable grid-based system with an easy management workflow and level creation. Performed performance optimization, resulting in an 80% increase in overall playing performance and a 50% improvement in storage management. Coordinated with artists and animators to implement high-quality visuals and animations within gameplay systems. Created custom editor tools and debugging utilities, accelerating the development process and enabling designers to iterate independently and efficiently.
Contributed to core gameplay programming, including player movement, collision handling, and platforming mechanics. Collaborated with cross-functional teams to implement game systems, UI/UX elements, and input responsiveness. Integrated art and animation assets into the game engine, ensuring visual consistency and fluid transitions. Optimized rendering and game performance, reducing draw calls and memory usage across levels. Profiled game performance using Unity Profiler, identifying and resolving bottlenecks in CPU and GPU usage.
Architected and implemented a reusable, powerful grid-based system with an easy management workflow and level creation for various design types. Developed modular turn-based combat systems integrating dynamic card mechanics, resource flow, and strategic AI. Engineered scalable card frameworks supporting custom effects, rarity tiers, and deck-building logic. Designed and balanced combat pacing, progression systems, and player decision-making mechanics. Created intuitive UI/UX for card battles and deck management with responsive controls and visual feedback. Built internal tools and editor extensions to streamline card data entry and battle simulation workflows. Conducted playtesting and leveraged player data to iterate card designs and improve overall engagement.
Education
Certifications and awards
Awarded by Wolverhampton of University
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