BlastFuse: Bomb Arena
A grid-based action game where bombs are both the player’s main weapon and a self-created spatial hazard.
Game Designer · Indie Game Developer
I turn visual concepts into clear systems, playable experiences, and shipped products.
I built BlastFuse alone, start to finish. I built the capstone film with a team. Both are below.
A grid-based action game where bombs are both the player’s main weapon and a self-created spatial hazard.
A 3D animated short film I helped make with a team: concept, storyboard, asset production, animation, lighting, rendering, and final editing.
Solo-designed, developed, and published grid-action for Android.
Solo-designed, built, and shipped — 60 levels across 3 campaign worlds, live on Google Play.
Bombs create both opportunity and danger. Every placement changes the player’s available space, possible routes, and exposure to enemies.
↻ loops back to “Read the Arena”
The player can quickly identify obstacles, threats, blast zones, and escape routes.
The player’s main weapon can also trap or damage them.
Movement space is constantly opened, blocked, or contested.
Compact levels, direct objectives, and quick retries.
How many bombs the player can drop at once. More bombs, more pressure — but a smaller safe grid.
How far one explosion reaches. Longer range clears more, but leaves the player more exposed.
How fast the player can get out of their own blast, or reposition when an enemy closes in.
Crates that block a path until the player blows them up. Breaking one is a choice, not an accident.
Enemies, mini-bosses, and bosses that force the player to keep moving instead of camping a safe tile.
Exit keys the player must find before the level lets them out — ties movement to a clear goal.
Forge upgrades and active abilities the player picks between runs, changing how they solve the same grid.
Campaign worlds, skill points, and unlocks that give short runs a reason to add up to something.
The bomb itself comes in different elements. Each one changes what the blast does, not just how it looks.
Levels are designed around route planning, blast timing, limited safe space, and increasing spatial pressure.
Built from BlastFuse's real tile art — floor, crates, lava, bush, exit gate. A layout example, not a specific shipped level.


Same layout, reskinned for the Frost and Space campaign worlds — the grid logic stays identical, only the tile set changes.
A closer look at the art and UI system behind BlastFuse — enemies, world NPCs, and the button component reused across every menu.
16 enemy types across the campaign, each reading differently at a glance so players can tell threats apart mid-run.
Menu and hub characters players talk to between runs — shop, upgrades, skill tree, quests, and world portals.
One button component, reused everywhere, with distinct normal, hover, select, and disabled states so it always reads correctly on a touch screen.
Visual Storytelling, Made With a Team
“Growing Up” follows a boy who avoids housework and disappoints his mother, until he recognizes his own mistake and decides to change — a short story about responsibility as the first sign of growing up.
Made with Vu Tien Dat and Dinh Sinh Hung, under the guidance of Le Tat Nguyen Khang.
This wasn't a game, but it built skills I use in game production anyway: explaining ideas visually, telling a story, managing how assets depend on each other, working inside a team, iterating, and keeping scope under control.
Two more games I designed and built solo under DTA Craft.

A grim tactical card game where every decision is final pressure.

Systemic strategy about holding a failing state together.
I'm a Game Designer with a background in Graphic Design, 3D production, and solo game development.
Through DTA Craft, I design and build small games from concept to release, working across gameplay systems, level design, UI/UX, balancing, testing, and publishing.
My visual production background also helps me talk to artists, animators, and developers in terms they actually use.
For opportunities, collaboration, or feedback on this portfolio.