/* -- The root styles must go in the element of the structure with the name "Menu". --*/

/* The styles are applying to the last menu item and giving it the button styles, you can change the background color value to the one you want instead of "var(--neutral)". */

.default-header__menu {
  /* Selecting only the children of "bricks-nav-menu". */
  .bricks-nav-menu > .menu-item {
    /* The styles will apply only to the child of the last element with the class "menu-item".  */
    &:last-child a {
      background-color: var(--neutral);
      color: var(--white);
      padding: var(--space-xs) var(--space-m);
      border-radius: var(--btn-radius);

      /* Button hover style */
      &:hover {
        background-color: var(--neutral-trans-90);
        color: var(--white);
      }
    }
  }
}
Leap a head thumbnail

Leap a Head

Leap A Head is a mobile puzzle platformer where players navigated a snake through intricate levels in search of treasure.

Project Overview

Overview

I led a multidisciplinary team of 17 developers to bring this game to life, balancing creative vision with technical execution. The game launched successfully on iOS and Android in April 2018, showcasing at major events like PAX East and Boston Festival of Indie Games.

Key Contributions

1. Product Vision and Strategy
I spearheaded the design overhaul for the UI, creating a cohesive and visually engaging experience inspired by Mayan and Aztec aesthetics. Iterative playtesting guided my approach, aligning player feedback with product goals to enhance usability and immersion.

2. Feature Design and User-Centric Development

  • Introduced a new “screen wrap” mechanic in World 5, conceptualizing and developing 8 levels that creatively leveraged existing gameplay skills.
  • Designed tutorials to address player confusion, integrating visual cues and mascot-led guidance to boost engagement and retention, resulting in increased average playtime per user.

3. Technical Leadership and Optimization

  • Revamped the world map system, simplifying code structure and enabling debugging options to streamline team workflows.
  • Built visual tools for level design, improving team efficiency in creating precise and polished player experiences.

4. Agile Team Management
Utilized Kanban to prioritize tasks and balance team workload, ensuring weekly iterations for rapid prototyping and bug resolution. Coordinated the release pipeline for iOS and Android, enabling smooth deployment of updates.

5. Data-Driven Decision-Making
Leveraged playtesting and analytics to identify pain points and refine mechanics, ensuring the game met user expectations and stood out in a competitive market.

Impact & Learnings

  • Launched a polished, user-focused product within an accelerated timeline, garnering recognition at key industry events.
  • Increased team efficiency by introducing streamlined tools and processes, allowing for faster iteration and reduced development overhead.
  • Elevated player satisfaction and engagement through user-focused design, resulting in measurable improvements in playtime and retention.

Through this experience, I honed my ability to define product vision, lead cross-functional teams, and deliver user-centered solutions—all critical skills I now apply to drive impact in the tech product space.

Gallery

Developing Leap a Head

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The tools I used to make this project ⚙️

  • VS Code

  • Unity

Testimonials

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

Abdelaziz profile
Abdelaziz Ben Yahia
Product Manager

I have worked with Tung during the SIP within MassDigi, Tung was working on Little Grimm on a secondary team, I noticed his talent since the first week, we were supposed to make prototypes to choose one of them and go forward with it, but Tung set the bar really high by making one of his ideas better than a prototype quality standard in 3 days of solo work, everyone was shocked by his results.
Through the rest of the program, he was suggesting to add AI and procedural generation which, seemed off scope, but he managed to make it happen and he proved us wrong, he basically pulled all his team forward by achieving the impossible!
I would love to work with him again, I believe in this man’s mindset, he is a doer!

Tiffany chiu profile
Tiffany Chiu
Senior Concept Artist

I had the honor of working with Tung for the past summer. We were working on different games throughout the internship, but Tung was always eager to offer help and advice outside of his responsibilities. Everyone in the internship knew him as a dedicated hard worker, and he showed incredible knowledge in not only game design and programming, but also in art direction. He was a valuable member of the internship, and his passion for game design absolutely shines through his work ethic.

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.