Hanoi, Vietnam · Mobile gameplay / Unity / C#

Dang Van PhucUnity Game Developer.

I develop Unity/C# gameplay systems: multi-touch rhythm interactions, scoring, combos and progression. My work also includes Addressables content delivery, AdMob advertising and REST API integration in mobile products.

Based in Hanoi. Explore my project implementations below, or download a concise CV covering skills, education and experience.

Experience
2+ years
Core stack
Unity & C#
Platforms
iOS · Android · WebGL
Dang Van Phuc
MOBILE GAMEPLAY · SDK INTEGRATIONBased in Hanoi, Vietnam

01 / Project portfolio

Inside the projects

Explore each project’s gameplay, my implementation work and the technologies involved. Open the project details for a closer look, or follow the demo links.

Kitty Tiles gameplay video thumbnailGameplay demo

Starnix Studio · Game Developer

Kitty Tiles

Mobile rhythm game

Duration: Approx. 6 days

My contribution

  • Implemented DSP-synchronized audio with multi-touch tap and hold gameplay.
  • Built real-time scoring, combo systems and a cooking-themed game flow.
  • Unity / C#
  • DSP audio
  • Multi-touch
  • Scoring & combos
Read project details

A mobile rhythm game that brings tap-and-hold interactions, music, scoring and a cooking-themed game flow together.

Audio and input

I implemented DSP-synchronized audio and multi-touch input, covering both short taps and sustained holds during rhythm gameplay.

Scoring and game flow

My work included real-time score updates and combo systems, along with the cooking-themed sequence that connects the gameplay interactions.

Color Beat Band gameplay video thumbnailGameplay demo

Starnix Studio · Game Developer

Color Beat Band

Coloring & music game

Duration: Approx. 8 days

My contribution

  • Developed paint-by-number and freestyle drawing gameplay with progression.
  • Worked on rendering optimization and Addressables-based content delivery.
  • Unity / C#
  • Drawing mechanics
  • Progression
  • Addressables
Read project details

A coloring and music game with two drawing modes: guided paint-by-number and freestyle drawing.

Drawing modes

I developed the paint-by-number and freestyle drawing gameplay, giving the project both guided coloring and free drawing interactions.

Progression

I built the progression features that accompany the drawing gameplay.

Content and rendering

I worked on Addressables-based content delivery and rendering optimization. These contributions covered how content is loaded and how the drawing experience is displayed.

Mobile SDK & service integration

Blind Photo

Unity mobile app · Published on the App Store

Duration: Approx. 10 days

Advertising, API integration and mobile publishing in a Unity app.

My contribution

  • Implemented AdMob advertising and local/push notifications.
  • Integrated Firestore REST APIs with UnityWebRequest for photo metadata and user state, and Cloudinary for image hosting.
  • Unity / C#
  • AdMob
  • Firestore REST
  • UnityWebRequest
  • Cloudinary
Read project details

A Unity mobile application published on the App Store, combining advertising, notifications and cloud services for photo-related data.

Advertising and notifications

I integrated AdMob advertising and implemented local and push notifications in the Unity application.

Application data

I used UnityWebRequest to call Firestore REST APIs for photo metadata and user state, connecting the Unity client to the application data.

Image storage

I integrated Cloudinary for image hosting. Firestore handled metadata and user state, while Cloudinary hosted the image files.

Personal game projects

Plane Survivor screenshot from its App Store listingApp Store screenshot

Personal project

Plane Survivor

3D survival game

Duration: Approx. 7 days

My contribution

  • Implemented NavMesh-based enemy pathfinding and player tracking in a 3D survival game.
  • Unity / C#
  • NavMesh
  • Enemy AI
Read project details

A personal 3D survival game available on the App Store, with enemies that navigate toward the player.

Enemy navigation

I implemented NavMesh-based pathfinding for enemies in the 3D environment.

Player tracking

My AI work also covered tracking the player, connecting the target position with the enemy navigation behavior.

Tower Defence gameplay video thumbnailGameplay demo

Personal project

Tower Defence

2D strategy game

Duration: Approx. 6 days

My contribution

  • Developed tower upgrades, resource management and enemy waves for a 2D tower defense game.
  • Unity / C#
  • Upgrades
  • Enemy waves
Read project details

A personal 2D strategy game built around defending against enemy waves and improving towers.

Tower progression

I developed the tower upgrade system and resource management used during the defense gameplay.

Enemy waves

I built the enemy wave systems, alongside the upgrades and resources that form the game’s core defense loop.

Battle Heroes Online gameplay video thumbnailGameplay demo

Personal project

Battle Heroes Online

2D multiplayer strategy

Duration: Approx. 7 days

My contribution

  • Implemented Photon networking for real-time 1v1 gameplay with unit summoning and base attacks.
  • Unity / C#
  • Photon
  • 1v1 multiplayer
Read project details

A personal 2D strategy game with real-time 1v1 matches, unit summoning and attacks on opposing bases.

Real-time multiplayer

I implemented Photon networking for the two-player match experience in Unity.

Gameplay context

The networked gameplay includes summoning units and attacking bases. My contribution focused on the networking for these real-time 1v1 matches.

Explore XR & interactive work · 4 projects

Archery Simulator

3DART · 3D simulation

Duration: Approx. 7 days

  • Integrated sensor input from a physical bow to drive interactive archery gameplay in Unity.
Read project details

A 3D archery simulation at 3DART, using a physical bow as an input device.

Physical input integration

I integrated sensor input from the bow into Unity so the physical interaction could drive the archery gameplay.

Implementation focus

The work connected a real-world input device with the interactive 3D simulation.

Souvenir, Transport & Relics

3DART · 2D minigame series

Duration: Approx. 6 days

  • Designed dual-screen systems that combine minigame interaction with historical storytelling.
Read project details

Souvenir, Transport and Relics are a series of 2D minigames that combine player interaction with historical storytelling.

Dual-screen interaction

I developed the dual-screen systems used to present the minigame interactions and historical content.

Project scope

The work spans three experiences: Souvenir, Transport and Relics. Each has its own gameplay demonstration linked below.

Nordic AR

3DART · Mobile AR visualization

Duration: Approx. 6 days

  • Used ARKit to visualize 3D furniture models in real rooms.
Read project details

A mobile AR visualization project at 3DART that places 3D furniture models in real rooms.

AR visualization

I used ARKit to visualize furniture models in the user’s surroundings.

Project availability

The project has a demonstration video and listings on the App Store and Google Play, linked below.

02 / Career

Professional experience

Starnix Studio

Game Developer

–
  • Developed Unity/C# mobile projects spanning rhythm gameplay, coloring and AR music experiences.
  • Implemented multi-touch interactions, real-time scoring, combos and game flows for Kitty Tiles.
  • Built drawing features, progression and Addressables-based content delivery for Color Beat Band.

3DART

Game Developer

–
  • Developed dual-screen 2D minigames combining player interaction with historical storytelling.
  • Integrated physical bow sensor input for Archery Simulator and deployed interactive 3D experiences to WebGL.
  • Implemented VR controller interactions, dynamic UI and synchronized audio narration for Champa Gallery VR.
  • Built AR experiences using ARKit and location-based positioning, including Nordic AR and ARLocation.

03 / Technical skills

My Unity toolkit

Gameplay

C#; Unity 2D/3D; Unity UI; touch and multi-touch input; tap/hold mechanics; scoring, combos and progression; game physics.

Architecture

OOP; SOLID principles; MVC; Singleton, Observer, State, Factory and Command patterns; object pooling.

Game AI

FSM; NavMesh.

Assets

Addressables; sprite atlases.

Performance optimization

Unity Profiler; Memory Profiler; CPU/GPU bottlenecks; GC allocations; pooling; UI rebuilds and batching; culling and occlusion culling; LOD; discrete and continuous collision detection.

Mobile SDKs

AdMob; AppLovin MAX or Unity LevelPlay; in-app purchases (IAP); Firebase Analytics, Remote Config and Crashlytics.

APIs

UnityWebRequest; Firestore REST APIs; Cloudinary; Node.js Web APIs.

Data storage

PlayerPrefs; JSON.

Multiplayer

Photon; Unity Netcode. Real-time 1v1 networking in Battle Heroes Online.

Development tools

Planka; Visual Studio; Xcode; Android Studio.

Version control

Git/GitHub; code review.

Publishing platforms

iOS, Android and WebGL publishing.

Asynchronous programming

async/await; UniTask; cancellation; timeouts.

Content loading

Addressables lifecycle management and resource release.

Reliability

Network failure handling; retries; duplicate reward prevention; transaction validation; remote feature toggles.

Testing

EditMode/PlayMode tests.

Release workflow

CI/CD; automated builds and release validation.

04 / Background

Education & languages

Hanoi Open University

Information Technology

–

VTC Academy

Information Technology · Unity & Cocos2d-x

–

Languages

Vietnamese
Native

English
Basic communication · TOEIC 500