Tung Vu

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Core content 1

Core

Core is a free-to-play platform that combines game creation tools with a vibrant ecosystem for creators and players.

Project Overview

Overview

As a Product Manager at Manticore Games, I spearheaded Core’s evolution from an experimental UGC platform into a dynamic ecosystem blending game creation and social interaction. Starting as an intern stress-testing early tools, I transitioned into shaping product strategy during pivotal launches and ultimately drove initiatives that positioned Core as a metaverse contender. My focus centered on reducing friction for creatorsaligning product-market fit, and scaling platform capabilities through iterative, data-driven decisions. This journey taught me to bridge creator needs with technical execution, transforming vision into measurable outcomes.

Alpha Launch: Laying the Creator-First Foundation

Building on my hands-on experience as an intern—where I uncovered critical gaps in Core’s early tools—the Alpha phase became our proving ground. We shifted from reactive problem-solving to proactive strategy, aiming to validate Core’s core hypothesis: Could a UGC platform simplify multiplayer game creation for non-technical creators?

Context & Goals
Pre-launch, Core aimed to prove its value as an accessible multiplayer game creation platform. Target users included hobbyists, students, and indie developers frustrated by the complexity of engines like Unity/Unreal. Key challenges were simplifying multiplayer workflows and onboarding.

My Contributions

  • User Research & Onboarding: Conducted 30+ interviews with early creators, identifying pain points in multiplayer mechanics. Translated insights into video tutorials and live workshops, reducing onboarding time by 40%.
  • Template Development: Designed pre-built multiplayer templates (battle royale, capture-the-flag) that cut creation time by 50%, enabling creators to focus on creativity over code.
  • Weapon System Optimization: Collaborated with engineers to iterate weapon mechanics using creator feedback and competitive benchmarks, achieving 90% satisfaction in responsiveness.

Impact

Flagship titles like Core Royale became proof points for Core’s viability, attracting early players and investor interest.

Creator adoption grew by 40% within 3 months.

Beta Phase: Scaling a Two-Sided Marketplace

With Alpha validating Core’s creator appeal, we faced a new challenge: How do we attract players without diluting creator autonomy? The Beta phase marked our pivot to a two-sided marketplace, requiring curated content and a seamless player journey.

Context & Product Goals
Transitioning to a player-facing platform required balancing creator autonomy with content quality. Target users expanded to casual players seeking diverse experiences, while market challenges included content curation and retention.

Contributions

  • Diverse Content Strategy: Directed single-player titles (Farmer’s MarketCanons of Corsairs) to broaden player appeal, paired with open-source templates for creators.
  • Creator-Player Feedback Loop: Ran 50+ interviews to prioritize features like modular asset reuse, slashing creator development time by 35%.
  • Go-to-Market Execution: Partnered with marketing to launch a curated “Featured Games” hub, driving 20,000+ player sign-ups in the first month.

Impact

  • 60% of active creators integrated flagship templates into their games.
  • Player retention improved by 25% through curated content discovery.

Post-Launch: Optimizing for Genre Diversity

Beta’s success revealed an unexpected trend: players craved single-player and social experiences, not just multiplayer. Post-launch, we doubled down on genre diversification to retain creators and capture new audiences.

Context & Product Goals
Post-launch analytics revealed demand for genre-specific tools (RPGs, social hubs) and friction in asset management. Market challenges included retaining creators and expanding into non-multiplayer niches.

Contributions

  • Workflow Optimization: Launched dynamic materials and folder management systems, reducing project setup time by 30%.
  • Core World Social Hub: Designed a centralized hub with tutorials and social spaces, improving new player retention by 15%.
  • Creator Tools: Introduced drag-and-drop UI and persistent storage, enabling story-driven games and RPGs.

Impact

  • Creator retention rose by 20%, with 45% publishing non-multiplayer games.
  • Core World became the entry point for 70% of new players.

Platform Recognition

As Core’s versatility grew, so did its industry reputation. Partnerships became a strategic lever to position Core beyond gaming—as a metaverse-ready platform.

Context & Product Goals
Core’s versatility attracted partnerships to position it as a metaverse contender. Strategic goals included validating scalability and expanding beyond gaming.

Contributions

  • D&D Creator Contest: Developed RPG frameworks and hosted workshops, resulting in 200+ community submissions during the game jam.
  • Deadmau5 Concert: Engineered an interactive concert supporting 100,000+ concurrent users, showcasing Core’s capacity for large-scale social experiences.

Impact

  • Recognized by industry leaders as a metaverse-ready platform.
  • Established a blueprint for future collaborations with brands and IP holders.

Platform Evolution

Context & Goals
As Core matured, we explored building an MMO to merge UGC flexibility with persistent worlds. The goal was to appeal to both MMO players and creators.

Contributions

  • UGC Pipeline Integration: Architected systems for creators to contribute customizable quests, items, and housing, aligning with MMO progression.
  • Player Customization: Directed scalable avatar/housing tools to enhance engagement through personalization.
  • Cross-Functional Leadership: Balanced technical debt with feature releases through workshops with engineering and design teams.

Impact

  • Laid groundwork for a hybrid UGC/MMO model adopted by the team.
  • Secured executive buy-in for long-term platform scalability.

Learnings

Core’s journey taught me that scaling a UGC platform isn’t just about tools—it’s about people. Here’s what stays with me:

  • Bridging Worlds: My technical background became a superpower. By speaking both “engineer” and “designer,” I facilitated collaboration, ensuring features like Core World and weapon systems balanced innovation with feasibility.
  • Iterate or Stagnate: Data and feedback were my compass. When retention metrics revealed players wanted single-player experiences, we pivoted—launching RPG tools and social hubs that boosted engagement by 25%.
  • Community as Co-Pilots: Early creators weren’t just users—they were partners. Their feedback directly shaped 60% of post-launch features, from folder management to drag-and-drop UI.
  • Launching is a Muscle: Alpha and beta taught me that go-to-market success hinges on alignment. Prototyping MVPs (Core Royale, battle royale templates) helped us test, fail fast, and refine onboarding before scaling.

Above all, I learned that empathy scales. By listening relentlessly—through interviews, playtests, and late-night Discord chats—I turned pain points into progress, ensuring Core grew with its community, not just for them.

Gallery

Developing Core

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The tools I used to make this project ⚙️

  • Figma

  • Unreal Engine

  • Jira

Testimonials

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Curious how I collaborate? Read what designers, engineers, and product leads say about working with me.

Matt camp profile
Matthew Camp
Director of Product Management

I was fortunate to manage Tung and watch him grow as a Product Manager at Manticore.
Tung is a hard-working self-starter who collaborates well with his entire team. Tung is familiar with many parts of the game development process and effectively communicates Product needs to the team.
Tung is thoughtful, structured, and detail-oriented in his problem-solving approach and articulates requirements clearly.
He empathizes with customer needs and leverages that to identify gaps and opportunities to improve the product.
Finally, Tung has a growth-oriented mindset and is hungry to learn. He is receptive to feedback and demonstrated consistent growth in the time I managed him. I would gladly work with Tung again in the future.

Arash nia profile
Arash Nia
Chief Product Officer

I first met Tung over five years ago when he joined as an intern. Very soon, it was clear that he had exceptional dedication and technical skills, and he was hired as an APM. Since then, he has been promoted several times.
During his time at Manticore, Tung consistently demonstrated exceptional skill and dedication as a Product Manager. He has worked on multiple products, each more complex than the last, and has shown an unparalleled ability to define these complex systems clearly and concisely.
One of Tung’s greatest strengths is his capability to break down intricate systems into manageable roadmaps. His methodical approach ensures that the team can develop and implement solutions efficiently and effectively.
Tung is also a fantastic team player; his collaborative nature makes him an invaluable asset to any team.
If you have the chance to work with Tung, take it!

Cristine daniels profile
Christine Daniels
Principle UX Designer

Tung and I worked on several game features together in our time at Manticore Games and he always displayed a passion for every aspect of the features he was in charge of. He was constantly looking for ways to improve the user experience of our game and was super detail-oriented when it came to outlining how a feature should work and in giving feedback on its implementation. One of his greatest strengths as a product manager was his depth of knowledge about the engineering implementation of his features, and at times he would even help prototype certain elements so the team could get a feel for how the feature would work. He is hard-working, focused, and a great addition to any team he joins.

Levi lindsey profile
Levi Lindsey
Principal Software Engineer

While at Manticore, I worked more closely with Tung than any other single person. Tung is deeply engaged and passionate about every project he works on. He excels at coordinating disparate concerns and priorities across teams to arrive at the best possible feature set to bring joy to our players.
He is one of the most hard-working and thorough designers I’ve worked with over my 16-year career. As an engineer, he makes it easy for me to know what to do next. With other designers, I usually come across a large set of unconsidered edge-cases when it comes to actually implementing a design; but with Tung, that set is consistently much smaller. His designs are always well thought-out, and I’m always excited to work on a project with Tung.
Also, Tung is a very positive and enjoyable teammate to work with. I would jump at the opportunity to work with him again!

Frederic profile
Frederic Descamps
CEO

Tung has worked on several complex products including at an MMO and a multiplatform UGC gaming platform (Core!).
Tung is very hard working and focused. He is also multifaceted and knows LUA coding.
He is used to working on a multidisciplinarian team under tight deadlines.

Nathan ranney profile
Nathan Ranney
Game Designer

Tung is a fantastic Product Manager, and I was continuously impressed with his ability to take on extremely complex features, and turn them into succinct designs and specs. He is a master of Google Sheets and taught me a number of things I didn’t know that helped me become a better designer and producer.
Tung is a reliable teammate that will exceed your expectations.

Need help on your team?

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Whether you're solving problems for users, launching something new, or improving what already works—I can help you build products that are smarter, faster, and more enjoyable to use.