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SevenDonWay/README.md

Hi, I'm Loc 👋

GitHub Email Location

🎮 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

🛠️ Tech Stack & Skills

Game Engines & Tooling

Unity C# Photon Fusion Editor Scripting UGUI / UI Toolkit

Programming Languages

C# C++ Java Python JavaScript / Node

Backend & Data

.NET MongoDB Spring Boot

Tools & DevOps

Git GitHub Actions Figma Model Context Protocol


🚀 Featured Projects

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
🔗 View Repository


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
🔗 View Repository


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
🔗 View Repository


🧠 Core Engineering Principles

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.

💭 The Dream Game Formula

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;
}

Pinned Loading

  1. EnotL-dev/BrackeysJam EnotL-dev/BrackeysJam Public

    C#

  2. Break-Brick Break-Brick Public

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  3. Casino Casino Public

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  4. UIQualityLife UIQualityLife Public

    Modern UI prototyping, styling pipeline, and automated component generation for Unity 6.

    C#