Game Design Portfolio

Dang Tuan Anh

Game Designer · Indie Game Developer

I turn visual concepts into clear systems, playable experiences, and shipped products.

Hanoi, Vietnam Available for Game Design opportunities
Selected Work

Selected Case Studies

I built BlastFuse alone, start to finish. I built the capstone film with a team. Both are below.

01

BlastFuse: Bomb Arena

A grid-based action game where bombs are both the player’s main weapon and a self-created spatial hazard.

Game DesignSystems DesignLevel DesignUI/UXGodotAndroid
View Case Study
02

3D Animated Graduation Film

A 3D animated short film I helped make with a team: concept, storyboard, asset production, animation, lighting, rendering, and final editing.

Visual Storytelling3D ProductionAnimationArt DirectionTeam Production
View Case Study
Case Study 01

BlastFuse: Bomb Arena

Solo-designed, developed, and published grid-action for Android.

Solo-designed, built, and shipped — 60 levels across 3 campaign worlds, live on Google Play.

  • Role — Solo Game Designer & Developer: systems, level design, UI/UX, full production
  • Engine — Godot / GDScript
  • Status — Published on Google Play
Role
Solo Game Designer and Developer
Studio
DTA Craft
Platform
Android
Engine
Godot
Genre
Grid-based Action / Spatial Puzzle
Status
Published on Google Play

Core Concept

Bombs create both opportunity and danger. Every placement changes the player’s available space, possible routes, and exposure to enemies.

Core Loop

1Read the Arena
2Choose a Route
3Place a Bomb
4Escape or Exploit the Blast
5Destroy Obstacles or Enemies
6Complete the Objective
7Progress

↻ loops back to “Read the Arena”

Design Pillars

Readable Grid Action

The player can quickly identify obstacles, threats, blast zones, and escape routes.

Player-Created Risk

The player’s main weapon can also trap or damage them.

Space as a Resource

Movement space is constantly opened, blocked, or contested.

Short Mobile Sessions

Compact levels, direct objectives, and quick retries.

Systems

Bomb Capacity

How many bombs the player can drop at once. More bombs, more pressure — but a smaller safe grid.

Blast Range

How far one explosion reaches. Longer range clears more, but leaves the player more exposed.

Movement Speed

How fast the player can get out of their own blast, or reposition when an enemy closes in.

Destructible Blocks

Crates that block a path until the player blows them up. Breaking one is a choice, not an accident.

Enemy Pressure

Enemies, mini-bosses, and bosses that force the player to keep moving instead of camping a safe tile.

Keys and Gates

Exit keys the player must find before the level lets them out — ties movement to a clear goal.

Equipment and Abilities

Forge upgrades and active abilities the player picks between runs, changing how they solve the same grid.

Player Progression

Campaign worlds, skill points, and unlocks that give short runs a reason to add up to something.

Bomb Variants

The bomb itself comes in different elements. Each one changes what the blast does, not just how it looks.

Default bomb variantDefault
Fire bomb variantFire
Frost bomb variantFrost
Thunder bomb variantThunder
Toxic bomb variantToxic
Nature bomb variantNature
Water bomb variantWater
Holy bomb variantHoly
Shadow bomb variantShadow
Void bomb variantVoid
Magma bomb variantMagma
Clockwork bomb variantClockwork

Level Design

Levels are designed around route planning, blast timing, limited safe space, and increasing spatial pressure.

A level layout built from BlastFuse's own tile art: a floor-spawn tile, a corridor blocked by crates, lava hazards, a bush, and a lit exit gate
1Player spawn
2Enemy spawn
3Safe area
4Destructible route
5Choke point
6Potential trap
7Level objective

Built from BlastFuse's real tile art — floor, crates, lava, bush, exit gate. A layout example, not a specific shipped level.

  • 1Player spawn
  • 2Enemy spawn
  • 3Safe area
  • 4Destructible route
  • 5Choke point
  • 6Potential trap
  • 7Level objective
The same level layout reskinned with BlastFuse's frost world tile set: ice floor, frozen crates, and blue flame hazards
Frost World
The same level layout reskinned with BlastFuse's space world tile set: metal floor, sci-fi crates, and alien plants
Space World

Same layout, reskinned for the Frost and Space campaign worlds — the grid logic stays identical, only the tile set changes.

Asset Gallery

A closer look at the art and UI system behind BlastFuse — enemies, world NPCs, and the button component reused across every menu.

Production and Release

1Concept
2Prototype
3Core Systems
4Level Production
5Mobile Testing
6Store Preparation
7Google Play Release
8Updates
Case Study 02

3D Animated Graduation Film

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.

Film Title
Growing Up
Role
Script, Environment & Prop Modeling, Animation Support, Texturing
Team Size
3
Production Period
5 Months
Software
Maya, ZBrush, Substance Painter, Photoshop, Premiere Pro, After Effects, Neat Video
Film Duration
5:19

Made with Vu Tien Dat and Dinh Sinh Hung, under the guidance of Le Tat Nguyen Khang.

Production Pipeline

1Concept
2Script
3Storyboard
4Animatic
5Asset Production
6Animation
7Lighting
8Rendering
9Editing
10Final Film

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.

More From DTA Craft

Other Projects

Two more games I designed and built solo under DTA Craft.

Skills

Toolkit

Design

Game DesignSystems DesignLevel DesignUI/UXProgression DesignVisual Storytelling

Production

PrototypingPlaytestingQAScope ManagementStore PublishingTeam Collaboration

Tools

GodotGDScriptMayaAdobe IllustratorAdobe PhotoshopPremiere Pro
About

About Tuan Anh

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.

Contact

Contact

For opportunities, collaboration, or feedback on this portfolio.