LE HUNG
Profile
Game developer with 10+ years experience coding technically mobile games using Unity editor and C#. Proficient in C# infrastructure, language standards, clean architecture with dependency injection, and AI-assisted development workflows. Experienced in game architecture design, resource optimization, and managing large-scale Unity projects.
Employment History
At Athena Studio, I focus on developing casual game series and maintaining projects that have scaled up with millions of users.
- BlossomSort: a flower-sorting puzzle game built from scratch as the sole developer, featuring clean architecture with CQRS pattern, VContainer DI, and UniTask async flows.
- 10 obstacle types, 4 boosters, 3 power-ups, daily tasks system, and live events
- Remote config driven gameplay tuning, IAP & ads monetization
- Custom level editor with AI solver tools for automated level validation
- ~90% of production code shipped via AI-assisted development with Claude Code — covering the full development lifecycle: reading GDD & translating to architecture plans, implementing game logic, writing unit tests, systematic debugging (analytics log tracing, root cause analysis, fix verification), and codebase refactoring
- Built custom Claude Code skills & sub-agent workflows for feature development, parallel task execution, and code review — enabling a solo developer to deliver at the pace of a small team
- Woodland Bubble Pop: the largest project I have participated in, taking over 2 years to develop, includes 1000 levels, 3 game play models, nearly 30 types of elements, and various events in the game.
- Coco Slide: similar to Haru Cats, featuring endless game play with nearly 10 different types of blocks.
- Above are the projects I worked on as the sole developer. Additionally, I have also implemented new features for long-developed projects such as Block Puzzle 100, Cake Sort, ... all of which have over 1M installs.
I am responsible for building and designing game architecture, break down and code review for team members. Update and report project progress to PM.
I have completed over 20 puzzle games of various genres, notably Haru Cats, Woody Puzzle, Block Puzzle 100, ...
Divmob is the first studio in my career, and I am very fortunate to work here and start with a very large game project, which can be said to be the largest so far after more than 9 years of working.
I, along with two other experienced developers, have been developing Heroes Infinity: Super Heroes for nearly two years. I have learned a lot of knowledge, skills, and experience. The time here has helped me shape my coding style as well as my problem-solving mindset and the organization of large projects in the future.