Tung Vu

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Little grimm banner

Little Grimm

Little Grimm is a unique mobile game that reimagines classic snake mechanics with a spooky, whimsical twist.

Project Overview

Overview

Little Grimm was developed as part of the MassDiGI Summer Innovation Program 2017, with the goal of taking a concept through ideationuser testing, and MVP development, culminating in a global launch. As the product lead and game designer, I was responsible for defining the vision and strategy, shaping gameplay mechanics that were fun, technically feasible, and user-driven.

In just six months, my contributions led to the successful launch of a polished product that incorporated player feedback, scalable systems, and engaging mechanics. This hands-on experience gave me expertise in end-to-end product development, from concept to a globally celebrated release.

Ideation

To create a game that resonated with players, I focused on qualitative, observational research during the early stages. My team and I developed prototypes to explore what gameplay mechanics were the most fun, conducting playtests with a diverse group—including adults, children, middle-aged women, and older adults. Observing how users interacted with the prototypes helped us identify patterns and refine the mechanics.

  • Facilitated brainstorming sessions to translate insights into actionable goals.
  • Scoped ideas into a design document and a monetization plan to align long-term objectives.
  • Defined the game’s unique value proposition through market research and user feedback.

Result

This research-driven approach gave me a clear understanding of player preferences, allowing us to focus on a single core mechanic that was both easy to learn and fun to master. By narrowing scope early, we avoided scope creep and set the team up for a smooth development process.

Development

In the production phase, we created and tested multiple MVPs to validate core mechanics, level progression, and player engagement. To support this, I designed a procedural generation and level progression system, allowing the game to deliver infinite levels while maintaining engaging difficulty progression.

  • Designed reusable classes to ensure smooth scaling across levels.
  • Developed a custom procedural map generation system to reduce manual effort.
  • Documented the system for easy maintenance and future enhancements.

Impact

Leveraging MVPs and procedural systems helped us quickly test ideas, saving time and enabling the team to focus on refining the user experience.

Launch

Our go-to-market strategy began with closed alpha testing, where we analyzed KPIs and iterated on gameplay mechanics. Using tools like Google Play Console, I monitored performance and refined the experience based on early feedback. This phase allowed us to address key improvements before expanding the audience.

  • Organized structured playtesting sessions to gather user feedback.
  • Turned feedback into actionable improvements, prioritizing key fixes and features.
  • Used analytics to align development with player preferences.

For the soft launch, we targeted English-speaking countries, incorporating additional feedback to polish the game further. After several months of refinement, we executed a worldwide launch, delivering a highly polished product.

  • Coordinated with the team to ensure a seamless soft launch.
  • Integrated feedback into updates, continuously improving the experience.
  • Focused on delivering a delightful, engaging product for players worldwide.

Learnings

Developing Little Grimm was an incredible opportunity to manage a product end-to-end. I gained key skills, including:

  • Conducting qualitative research to translate user insights into actionable plans.
  • Leveraging MVPs to test ideas early and save resources.
  • Collaborating with cross-functional teams to deliver polished results on time.
  • Balancing creativity with technical feasibility to exceed player expectations.

This project wasn’t just about making a game—it was about building a product that players loved, and creating frameworks to ensure its long-term success.

Gallery

Developing Little Grimm

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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.

Jenny sun profile
Jenny Sun
Concept Artist

Working with Tung has been a learning experience. He is an incredibly passionate and dedicated individual, and puts in an extraordinary amount of time and effort into each endeavor he takes on, never failing to make sure they are well researched, well done, and well presented. He has a truly admirable work ethic and is concise and efficient in everything he does. And not only does he have an eye for game design and programming, but he’s also an amazing photographer and artist.

Manny profile
Manny Mallea
Software Engineer

Tung worked with me on Little Grimm for MassDiGI’s SIP, where he showed a lot of skill and knowledge over what he was doing. He works incredibly hard and is always trying to come up with ways to make our project better. If anyone was having difficulty finishing a task, he would help them figure out what is wrong and what the solution could be.

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.