Software Engineer & Game Developer
I design and build games and web tools end-to-end — from the first prototype to the public release.

A survival arena set inside a network. You pilot a binary-glowing core through waves of spiked viruses — move to dodge, auto-fire to clean them out. Speed and density ramp the longer you survive.
Solo maker. I build things that are small, scrappy & complete — then put them out.
Engineer and game maker. I build small, scrappy things end-to-end — design, code, level layout, polish — and ship them to the public. Comfortable across Unity (C#) for games and React/JavaScript for the web. Curious about systems that turn rules into play, and tools that make decisions faster.
Building large-scale ReactJS apps with real-time WebSocket features supporting hundreds of thousands of concurrent users. Developed internal tools (short-link system, staff center) that streamlined team workflows. Led frontend initiatives, performed code reviews, and mentored junior developers.
Built interactive ban/pick tools for Arena of Valor, Free Fire, and FCO — systematized tournament workflows, cutting stream ops prep time by 40%. Nominated Innovation of the Year 2025. Built event-driven retention platforms integrated into game ecosystems; Seagames Profest reached 600,000 peak concurrent users.
Built scalable web apps with ReactJS and TypeScript. Integrated Plasmic.io, enabling non-technical teams to launch campaigns 3× faster and reducing engineering workload by 40%. Optimized performance, cutting page load time by 30%. Improved CI pipeline from 30 min → 15 min.
Developed reusable React components for real-time financial dashboards. Improved accessibility and cross-device compatibility.
GPA: 3.49. Volunteer at VIT - HUST. Yody Hackathon 2022 — built an omnichannel e-commerce system.