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Duc Thang Dang

Game Designer

Objective

Game Designer with over 5 years of experience designing and balancing mobile game systems and economies for casual and hybrid-casual titles on global markets. Experienced across the full product cycle — from system, economy, and content design through to post-launch data analysis and LiveOps — with a hands-on approach to owning and improving live products.

Core Competencies

Game & Product
Game economy and system design, level and content design, stat and balance tuning, monetization strategy, LiveOps planning, A/B testing, player behaviour analysis
Technical
Excel and SQL for balancing and economy tuning; Python for data analysis and automation; Unity, C#, Jira, Git
Collaboration
Cross-functional teamwork, international team coordination, Agile/Scrum workflows
Languages
English (professional proficiency), Vietnamese (native)

Professional Experience

Game Designer

Enigma Softwares May 2024 — Present
  • Designed and balanced core game systems, economies, and progression for the Avalar series, taking features from concept through to live deployment.
  • Created new heroes, characters, and combat systems, including hero kits, stat curves, and role balance across the roster.
  • Owned economy balancing, stat tuning, and LiveOps event planning on an ongoing basis, using Excel and SQL models to set and validate values.
  • Built and maintained data pipelines from BigQuery to Looker dashboards (Python + SQL), turning live player data into concrete balance and design changes.

Game Designer & Data Analyst

Sava Meta Jul 2026 — Present
  • Lead design and analysis for Tiny Knightfall, an idle RPG; own game evaluation, user-flow review, and prioritisation of the changes the product team ships.
  • Reviewed and reworked the early-game experience — tutorial, pacing, progression, and difficulty — to improve onboarding and new-player comprehension.
  • Audited the IAP and monetization structure (packages, pricing, reward value, offer timing) and tied the findings back to progression and economy design.
  • Combined player-data analysis with design review to identify the highest-impact issues across user flow, progression, retention, and monetization.

Freelance Game Designer

Wefun Studio Dec 2025 — Jun 2026
  • Owned full production direction for Happy Doctor, including feature design, economy rebalancing, and A/B testing strategy.
  • Redesigned the early-game funnel from session data, shifting the median churning moment from 20s to 120s.
  • Diagnosed a harmful change from match-length analysis that was causing a 10% drop on levels 1 and 2, and owned the rollback and rebalance.

Junior Game Designer

Skybull Dec 2023 — Mar 2025
  • Took ownership of product direction for mobile game releases, contributing to over 100% revenue growth through economy and monetization changes across development cycles.
  • Defined game mechanics end-to-end and broke them down into scoped tasks across teams, maintaining alignment throughout the development cycle.
  • Designed and ran A/B tests during soft launches to refine pricing, offers, and progression; translated results into config and design changes.
  • Introduced structured experimentation and AI-driven localization workflows that improved sprint throughput.

Junior Game Designer

Gameloft Apr 2021 — Dec 2023
  • Worked on economy and feature design across multiple globally released titles, collaborating with international design and production teams.
  • Ported Dragon Mania Legends to Android for the Chinese market, adapting game systems and content to meet regional platform requirements.
  • Mentored 3 junior designers as a certified Gameloft trainer, sharing design process knowledge and best practices.

Education

Bachelor of Information Technology

South Eastern Finland University of Applied Sciences Finland
  • Relevant coursework: game development with Unity, project management.

Key Projects

Duc Thang Dang — Game Designer Download PDF ← thgdd.site