Đặng Đông Quân

Game Designer

Game Designer specializing in gameplay systems, progression design, mobile game research, and rapid Unity prototyping.
Design Approach
I turn ideas into clear, testable gameplay systems that players learn through interaction. I prototype early, observe player behavior, and iterate using evidence.
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Professional Experience
Current role
Achievements
Selected highlights
Top 7 / 206Fun Factor · My First Jam! 2026
Top 17 / 206Effort · My First Jam! 2026
FinalistVNG Prompt To Play
8 Playable PrototypesAcross puzzle, action, RPG, and strategy
Other Playable Projects
6 prototypes
JOYEUSE cover
JOYEUSE 05/04/2026
Personal Project
A 2D RPG prototype built around linear map progression, class-based builds, loot, skill-tree upgrades, and soul collection. Players choose how to adapt their build as each region introduces a new combat lesson.
RPG Adventure Cozy Fantasy
TOWER CONNECTIONS blue tower character
TOWER CONNECTIONS 23/05/2026
GameDev.tv Game Jam 2026
A tower-defense roguelite where tower color and placement create a Nexus network. Players position links to damage, slow, poison, or stun enemies as they cross the route.
Tower Defense Roguelite Strategy Puzzle
SLAPABOT cover
SLAPABOT 16/05/2026
Casual Game Challenge SEASON 01
A two-lane arcade runner that asks players to read enemy patterns and choose slash, block, lane-switch, or weapon-skill responses. The prototype prioritizes one-look readability and short-run mastery.
Arcade Runner Action Casual
MR.FIX-IT cover
MR.FIX-IT 05/03/2026
Gamtopia Hanoi 2026
A simulation-puzzle prototype about choosing a limited tool set before each electrical repair. Circuit minigames and time pressure make preparation, precision, and recovery part of the player decision.
Simulation Puzzle Time Management
I Know What You Want To Drink cover
I KNOW WHAT YOU WANT TO DRINK 03/03/2026
Global Game Jam 2026
A narrative prototype with an emotional-inference system: players read dialogue, music, and surroundings to choose questions and drinks under incomplete information. Branching outcomes make those judgments visible.
Narrative Cozy Mystery Psychological
OUTWORLD DOMINION cover
OUTWORLD DOMINION 26/09/2025
Secret Santa 2025
A fast-paced FPS roguelike prototype built around run-based buff choices, movement, and boss-pattern reading. Controlled randomness asks players to adapt a combat build from run to run.
Roguelike FPS Action
Design Concepts / GDD
2 early-stage concepts
WHEEL OF FATE cover
WHEEL OF FATE 25/05/2026
Design Concept
An early-stage dice-driven board roguelite exploring a 12-tile wheel where each resolved tile grows more rewarding and more dangerous across a run.
Dice RPG Board Roguelite Strategy
Full GDD
GRANDMA'S BACKYARD GARDEN gameplay screenshot
GRANDMA'S BACKYARD GARDEN 30/05/2026
Design Concept
An early-stage top-down exploration concept about using small garden activities and story fragments to recreate a summer childhood memory in the Mekong Delta.
Exploration Narrative Minigame Collection
Full GDD
Independent Game Research
Systems I study

Independent studies of gameplay systems, player motivation, progression, economy, puzzle UX, and LiveOps using publicly available games and information.

Study Topic · Economy

Archero 2 Economy

A study topic on publicly visible sources, sinks, upgrade pressure, and resource pacing.

Study Topic · Puzzle UX

Water Sort

A study topic on cause-and-effect readability, cognitive load, level escalation, and restart friction.

Study Topic · Player Return

Brawl Stars

A study topic on short-session loops, reward cadence, mastery, and return motivations.

Study Topic · LiveOps

LiveOps

A study topic on public examples of event cadence, progression hooks, and player goals.

About me

I design systems that make the next player decision clear, meaningful, and worth considering.

Game Designer with 2 years of independent and project-based game research experience, including 1 year focused on mobile games. My work combines systems thinking, player psychology, level design, and rapid experimentation. Puzzle games shaped how I communicate rules through interaction; roguelites taught me to design meaningful trade-offs; and mobile games taught me to respect every second of the player’s attention.

What motivates meTurning a simple gameplay hook into a system with clear rules, meaningful decisions, and room for mastery.
How I workDefine the player decision, prototype the smallest testable version, observe behavior, and iterate from evidence.