About me
Unity Technical Lead and Senior Game Engineer with 13+ years of experience developing mobile, AR/VR, and live-service games. Experienced in leading engineering teams, designing scalable gameplay systems, optimizing performance, and shipping games from prototype to production.
Contact Me
Feel free to send me a message.
Work Experience
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Back-end System Developer at Novitas
04/2012 09/2014Working as a back-end developer on Microsoft Dynamic NAV system in Denmark
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Freelancer
09/2014 08/2016Worked on multiple commercial game projects, primarily Sector 13 and Planet Pokémon. Beyond development, this period marked a major stage in my professional growth, as I was mentored by senior game engineers from the United States. Through close collaboration, I gained a strong foundation in game architecture, design patterns, clean code principles, gameplay programming, and engineering practices for large-scale game development. The knowledge and experience acquired during this time have continued to influence my approach to software design and technical leadership throughout my career.
Sector 13 is 3rd-person starfighter combat. Personalized weapon load outs and a huge variety of starfighters give you the ability to optimize your war machine to your preferred play style. Intuitive controls make it easy to navigate around and through the natural and man-made obstacles in Sector 13's stellar arenas
Planet Pokémon is a free 3D Action Pokémon MMORPG where you can meet and battle each other, explore the Pokémon world and of course complete given quests
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C++ game developer at VNG corporation
08/2016 01/2018Contributed to the development of the global version of Sky Garden, an award-winning mobile farming MMO. The game was built on a proprietary C++ game engine, providing hands-on experience with low-level engine architecture, rendering, resource management, and cross-platform game development. Working closely with the engine allowed me to develop a deep understanding of how game engines are designed and optimized.
I was also responsible for bringing the game to the iOS platform, adapting engine and platform-specific systems to ensure stable performance and compatibility. I successfully completed the iOS port before leaving the company to pursue new opportunities.
SKY GARDEN is an addicting casual farming MMO game, the best farm game for mobile phones and tablets. Sky Garden wins the honor award People’s Choice Award at the 13th IMGA GLOBAL (2017) with a record of 7,000 votes from all over the world.
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Unity developer at Vulcan Labs
01/2018 08/2018Developed multiple casual, AR, and VR applications for iOS and Android with delivery cycles ranging from 2–3 weeks. Responsible for gameplay programming, platform integration, optimization, bug fixing, and publishing support.
Dot Art: Color By Number is a game that you color the whole picture by tapping one pixel to another until you are done. At first I thought this game is for children get to know about colors, but then I got to make it, had more time to play it, I got addicted myself, I played it whenever I was in line for a movie, or had sometime to kill.
AR Soccer Strike : ARKit Games is an AR soccer game, the game is pretty simple, flick your finger to kick the ball, try not to kick the ball the goalkeeper ,the guards or outside, the higher score you get the harder the game so be careful
Jurassic Park ARK (VR apps) is a VR ... well I don't think I can call it a game, it's pretty much nothing to play but walking around in some islands and watch dinosaurs. Well, that's it, I made this ... not a game in 2 weeks so well, don't expect too much, just you know, good VR experience though.
VR Horror: The Halloween Room (VR apps) is a VR horror game, walking alone in an abandon hospital, only one way out, make the wrong choice and you are dead.
Xmas Room(VR apps) is another VR horror game, the icon is a happy Santa face, don't be fool by it, that Santa is crazy and deathly. Your mission is kind of weird too, you sneak into his house and try to steal all of his presents before chritmas. If he found you, you was as good as dead, so try to be careful
Merge Ball is a mini game that I cloned from another app names Fuzed Ballz, the rule of the game is pretty simple, 2 or more balls with same color merge into a bigger ball, when the ball is big enough, it will explode and give you more balls to play, you lose when you are out of ball.
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Native developer at SEGA team
08/2018 12/2019Contributed to several well-known SEGA mobile titles, including Virtua Tennis Challenge, Sonic the Hedgehog 4: Episode I & II, Crazy Taxi Tycoon, and Memory Lane. Worked across both Unity and proprietary native C++ projects, adapting quickly to different codebases, development pipelines, and platform requirements.
My responsibilities included implementing new gameplay features, fixing production issues, optimizing performance, and maintaining existing game systems. In addition to C++ development, I worked with Java (Android) and Objective-C (iOS) to implement native platform functionality, integrate mobile-specific features, and resolve platform-dependent issues.
This role significantly broadened my cross-platform expertise, strengthening my understanding of native mobile development, engine-level programming, and the interaction between game engines and operating system APIs.
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Freelancer
12/2019 01/04/2020Continued collaborating with a long-term client who returned after previous successful projects, demonstrating confidence in my technical expertise and ability to deliver high-quality results. I worked on Land of Wonders, a mobile kart racing game, where I inherited a large legacy codebase developed by another team. By quickly understanding the existing architecture and development patterns, I was able to integrate new features, resolve technical issues, and deliver the project on schedule with minimal onboarding time.
Land of Wonders is a beautiful cartoon style racing game, you will find tons of different motivation while pick up your favorite food characters with the fun, fast and furious cars in this adventure toward your goal of balance to build a collection of powerful driving skills, also upgrades to use and outsmart your kart racer opponents.
Conceived, designed, and developed Minesweeper 3D World as a personal project in approximately one month. The project reimagined the classic Minesweeper gameplay in a fully 3D environment, allowing me to explore new gameplay mechanics, level design, and user experience. Built independently from concept to completion, including game design, programming, UI, and polishing. Although it was created primarily as a passion project and was not commercially marketed, it reflects my ability to rapidly prototype and deliver complete game experiences.
Minesweeper 3D world is a single-player puzzle mobile game. The objective of the game is to clear lands containing hidden bomb without detonating any of them, with help from clues about the number of neighboring mines in each field.
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Unity Lead at Radx
01/04/2020 30/12/2021Joined the company as a full-time remote engineer after successfully delivering a freelance project. I was initially brought in to solve a technical challenge that had blocked development for several weeks, completing the solution within 24 hours. This established a long-term collaboration where I became the go-to engineer for complex technical challenges and new project initiatives.
As the Unity Lead, I provided technical leadership while mentoring two junior Unity developers through code reviews, architecture discussions, debugging sessions, and day-to-day guidance. I helped improve development practices, assisted with technical problem-solving, and supported their professional growth while ensuring project quality and timely delivery.
During my time at Radx, I contributed to numerous WebGL, AR, and VR applications for international clients. My responsibilities included developing interactive WebGL experiences, implementing AR solutions, integrating Photon multiplayer networking, and building virtual online exhibition platforms where companies could showcase products, host live events, and provide interactive mini-games for attendees.
Although many of these projects were built for temporary marketing campaigns and online events that are no longer publicly accessible, they provided extensive experience in rapid development, cross-platform optimization, multiplayer networking, and delivering production-ready solutions under tight deadlines.
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Unity Lead at F6 Galaxy
30/3/2022 30/11/2023Led the engineering team for Orbitau, a Web3/NFT-based mobile game. Managed a team of four senior Unity developers, providing technical direction, architecture guidance, code reviews, sprint planning, and mentoring while ensuring consistent code quality and timely delivery.
Collaborated closely with game designers, backend engineers, artists, and project stakeholders to define technical solutions and translate game concepts into scalable gameplay systems. Oversaw feature development from planning through implementation, resolved complex technical challenges, and maintained a stable, maintainable codebase throughout production.
In addition to leadership responsibilities, I actively contributed to gameplay programming, performance optimization, bug fixing, and the implementation of core game systems, helping the team deliver production-ready features efficiently in a fast-paced development environment.
Worked alongside backend and blockchain engineers to integrate Web3 systems, wallet connectivity, NFT ownership, and token-related gameplay features while maintaining a seamless player experience.
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Unity Lead at Gear Games
19/12/2023 30/09/2025Led a team of approximately 10 Unity engineers across two major projects: the mobile adaptation of XCOM, published by 2K, and Arcane Rush, Gear Games' in-house title. Responsible for providing technical leadership, driving architectural improvements, and ensuring the successful delivery of features across both projects.
On the XCOM project, I worked closely with the original development team in Germany and technical stakeholders from 2K, participating in technical discussions, resolving complex engineering issues, and ensuring features met the quality standards of an internationally recognized franchise.
On Arcane Rush, I helped shape the technical foundation of the project, collaborating with designers, artists, backend engineers, and producers to develop gameplay systems and establish a scalable architecture that supported long-term development.
My primary responsibility across both projects was to continuously improve the codebase architecture, making it more maintainable, scalable, and efficient while preserving gameplay quality, visual fidelity, and runtime performance. I also supported multiple engineering teams, reviewed technical designs, removed development blockers, mentored developers, and represented the engineering team during client and cross-department meetings.
Key Responsibilities
Led and mentored a team of approximately 10 Unity engineers.
Improved project architecture to support long-term scalability and maintainability.
Optimized CPU, memory usage, and runtime performance without sacrificing gameplay or graphics quality.
Collaborated with designers, artists, QA, backend engineers, and producers to deliver complex gameplay features.
Worked directly with 2K and the original German development team on technical planning and issue resolution for the XCOM project.
Drove engineering best practices through code reviews, architectural guidance, and mentoring.
Served as the primary technical contact for cross-team collaboration and client-facing technical discussions.
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Full-time freelance for Gram Games
01/12/2025 15/04/2026Contributed to the development of an unannounced open-world mobile game prototype under a non-disclosure agreement (NDA). Worked closely with a highly experienced engineering team to build the technical foundation for a large-scale open-world project, which successfully completed Phase 1 and was prepared for continued development.
My responsibilities focused on gameplay systems, scalable architecture, and performance optimization for mobile hardware. Developing an open-world experience introduced unique engineering challenges, including efficient world management, memory optimization, and maintaining smooth performance on resource-constrained devices.
This project provided the opportunity to collaborate with some of the most talented engineers I have worked with, further expanding my expertise in large-scale game architecture, optimization techniques, and production-quality engineering practices.
Education
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University of Science HCMC
09/2008 01/2012Major: Software Engineering.
Contact
Please don't hesitate to contact me via:
Email: dallin@dallinnguyen.com
Phone: (+84) 329307269
Thank you