🎮 Computer Science Student | Game Developer | Gameplay & Tools Engineer
I focus on bridging clean software engineering with performant, responsive gameplay feel. In addition to client gameplay and multiplayer networking, I build developer pipelines and tools that empower creators and automate tedious workflows.
- 🎯 Primary Focus: Gameplay Programming · Unity Systems · Editor Tooling & Automation
- 🛠️ Core Principles: Modular Architecture · Data-Driven Systems · Zero-Overhead Optimization
- 🌱 Currently Exploring: Photon Fusion, Scalable Game Backend with ASP.NET Core & MongoDB, AI-driven Editor Workflows (MCP)
- 💬 Languages: Vietnamese (Native), English
A rapid UI preset manager, CSS-like styling system, and automated UI creation pipeline for Unity 6.
- Design Token & Styling Pipeline: Translates CSS variables, Tailwind tokens, and web styling into native Unity theme palettes with auto-generated 8×8 dynamic swatch previews.
- Stateful Animation Engine: Built a zero-dependency Visual State Machine (
UIVisualState) with Penner easing curves supporting hover, click bounce, focus, and ambient loops. - Dual-Mode IPC Editor Bridge: Implemented a local HTTP bridge (
127.0.0.1:8765) + asynchronous file queue allowing headless prefab generation without locking the editor. - AI & CLI Automation: Ships with custom Node.js CLI commands and Model Context Protocol (MCP) tool integration, letting AI agents construct native Unity prefabs directly from specs or HTML/Tailwind snippets.
Tech: Unity 6 · C# Editor Scripting · Node.js · Model Context Protocol (MCP) · REST IPC · TextMeshPro · UGUI
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A networked multiplayer implementation of the classic Vietnamese Tiến Lên card game with authoritative session flow.
- Built client-server game loop and state synchronization using Photon Fusion.
- Designed matchmaking, seat selection, turn managers, and card-dealing flows using VContainer dependency injection.
- Integrated an ASP.NET Core backend with MongoDB for secure player authentication, currency transactions, and profile persistence.
Tech: Unity · C# · Photon Fusion · VContainer · ASP.NET Core · MongoDB
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A portrait-mode arcade brick breaker engineered around data-driven scalability and clean architecture.
- Designed an extensible architecture using ScriptableObjects for brick types, modular power-ups, and level balancing.
- Implemented Dependency Injection and event-driven decoupled systems to eliminate tightly coupled singletons.
- Utilized high-performance Object Pooling for visual effects, projectiles, and particle systems under intense object counts.
Tech: Unity · C# · ScriptableObjects · Dependency Injection · Object Pooling
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| Area | Focus |
|---|---|
| Gameplay Architecture | Designing modular, plug-and-play gameplay features using decoupled events, state machines, and data-driven configs. |
| Tooling & DX | Building custom inspector utilities, asset generation pipelines, and automation tools to speed up iteration times. |
| Multiplayer Systems | State synchronization, client prediction/lag compensation, lobby orchestration, and session sharding. |
| Backend Integration | Connecting clients to scalable cloud services for auth, telemetry, matchmaking, and player persistence. |
public struct GameFormula
{
public const float Fun = float.PositiveInfinity;
public const int Players = int.MaxValue;
public const int FPS = 400+;
public const int Hackers = 0;
}
