Nguyen Anh Tri

Game Designer  ·  Product Manager  ·  Ho Chi Minh City

Systems, economy
and live ops for
idle RPGs.

Core loop & progression Game economy & balancing Gacha & monetization Live ops & events Design documentation Product ownership

Seven years across mobile, indie and blockchain titles — five shipped games, from idle RPG and auto-battler systems to NFT economies. I design the loops players repeat and the numbers underneath them, own the design documentation set, and run the product from concept through launch and live operations.

nguyenanhtri211199@gmail.com 0365 154 464 673 Hung Phu St., District 8, HCMC
Portrait of Nguyen Anh Tri
Nguyen Anh Tri
7
years designing
games
5
shipped titles
2021 → 2026
$500K
revenue in month one
Heroes & Empires
Top 10
NFT games worldwide
Heroes & Empires
5
Vietnamese Game Awards
2024, Heroes Awaken

Shipped titles

2021 → 2026

What I owned, title by title

Scope of responsibility

The honest version of a credits list: where I was the person accountable for the work, where I shared it with a co-designer or a partner studio, and where it simply wasn't part of my role.

Workstream Hải Tặc
Loạn Đấu
2026
Heroes
Awaken
2023
Heroes &
Empires
2021
Cyborg
Heroes
collab
Heroes
Defense
spin-off
Event mechanics & config
New hero pipeline (docs + setup)
PvP features
IAP packs & monetization
Economy balancing & rebalance
New game modes & mechanics
Design documentation set
Roadmap, release & builds
Tokenomics & whitepaper
Owned — I wrote it and I answered for it Shared with a co-designer or partner studio Not part of my role

What lands on the team's desk

Deliverables

A system isn't designed until someone else can build it without asking me a question. These are the real files a title runs on — the index every discipline works from, and the library behind it.

Global Specifications master sheet for Dynamic Heroes, listing every config sheet and system document with owners and colour coding by discipline
Master index · current title

Global Specifications

One sheet that tells the whole team where everything lives: hero and class skills, item, base-stat, enemy, boss and campaign configs on the left; combat, DOT, module-damage and buff/debuff system docs on the right. Colour-coded by discipline — game mode, character, monetization, documentation, art — with an assignee per row, so the same file carries the launch plan, event plan, recharge packages and sales forecast.

Global Specifications index for Heroes Awaken listing more than thirty linked design and config sheets
Shipped title · Heroes Awaken

The doc set behind a live game

Thirty-plus linked sheets: hero ability and hero list, line-up setup for campaign and tower, races and classes, artifacts and signature items, AFK rewards, level-up resource costs, the power formula, tier upgrade, quest, arena, tournament, gear lists, chapters and story, dungeon setup, IAP shop, daily login, push notifications and the UI list.

Store IDs and integration keys blurred.

Drive folder of design documents: guidelines, hero concepts, event specs, timelines, localisation sheets and stat tables
Documentation library

Everything a build needs, versioned

Guild guidelines, hero concept sheets, new-hero event specs, production timelines, localisation files and stat tables — one library per title, kept current so art, engineering and QA are always reading the same version of the design.

Still to add A page from a system spec (summon banner or a game mode) and one hero balance sheet would complete this section — the index sheets show scale, a spec page shows how you write.

How I work on a title

Practice

Systems & core loop

Hero collection, formation and progression — the part players touch every session. I define the loop, the power curve behind it and the modes that consume that power.

  • Core loop & session shape
  • Hero roles, factions, tactic synergy
  • Progression and power curves
  • Game-mode design & specs
  • Sketch, wireframe, UX flow

Economy & monetization

Every currency has a source, a sink and a reason to exist. I build the spreadsheet that proves a free-to-play player can keep going and a paying one still feels the purchase.

  • Faucets, sinks, idle income
  • Summon banners & gacha rates
  • Balancing across 70+ hero rosters
  • Free-to-play pacing
  • Tokenomics & whitepaper (Web3)

Product & live ops

A shipped game is a schedule. I own the roadmap and backlog, run sprints with art, engineering and QA, and keep the content calendar full after launch.

  • Roadmap & feature backlog
  • Sprints across art / eng / QA
  • Release & version management
  • Event calendars, quest chains
  • Competitor and market research

Six streams, every title

Recurring work

A live game is not one design problem solved once — it is the same six streams turning over, build after build. This is the work I have repeated across five titles, and where the craft actually accumulates.

Event mechanics & config

The mechanic document first, then the config that puts it live: reward tables, unlock rules, windows and the numbers ops needs to run it without me.

All titles

New hero pipeline

Docs and setup for each new hero — role and faction fit, base stats and growth, skill kit, gacha placement — so a release slots into the existing power curve instead of breaking it.

All titles

PvP features

Match rules, matchmaking bands, season and ranking structure, reward tiers — and the counterplay that keeps a formation choice meaningful against another player.

4 titles

IAP packs & fixes

Building out the pack line-up — daily, growth, event and bundle tiers at different price points — plus the bug pass that follows every build before it goes out.

4 titles

Economy rebalance

When live data says the curve drifted — currency piling up, a pack that stopped converting, a mode nobody enters — I re-tune faucets, sinks and prices and re-issue the sheet.

All titles

New game modes

A mode is a sink with a story attached. Mechanic doc, entry cost, difficulty curve, reward table, and where it sits against the modes already competing for the same session.

All titles

How a feature ships

Process

The same route every time, whether it is a new hero, an event or a whole game mode. Steps 3 to 7 keep turning long after the feature is "done" — that is what live operation actually means.

01

Research

What the mode has to fix, what competitors already solved, and where the session currently leaks players.

02

Mechanic doc

Goal, rules, entry points, states and edge cases — written so engineering, art and QA each find their own section.

03

Config sheet

Costs, reward tables, drop rates and growth curves, on formulas rather than typed values.

04

Build

UX flow with art, spec review with engineering, and the version build itself.

05

QA & bug pass

Verify against the doc, work the bug list, re-cut the build until it matches the spec.

06

Go live

Event windows, banner schedule and pack line-up loaded into the live-ops calendar.

07

Read & rebalance

Watch what players actually do, then re-tune faucets, sinks and prices and re-issue the sheet.

Back to 03

A rebalance is a config change, not a rewrite. That is the whole point of putting the numbers on formulas in step 3.

Why it matters

A design that can only be changed by rewriting the document dies at the first live surprise. Mine are built to be re-tuned by whoever is on shift.

Case studies

Selected work  ·  2021 → 2026

Hải Tặc Loạn Đấu: Idle AFK

Idle AFK hero-collection RPG · iOS & Android

2026 Bluedream · PM & Game Designer
Primary owner Product roadmap · systems design · game economy · game modes · live-ops calendar · release management

Context

A pirate-themed idle AFK RPG built for the Vietnamese mobile market. I joined as product owner of the title: one person accountable for what ships, when it ships and whether the numbers underneath it hold together.

Tasks I hold

  • ProductOwn the roadmap and feature backlog; run the sprint across art, engineering and QA; call the release.
  • CollectionHero collection and formation systems — role, faction and tactic synergies that make a lineup a decision rather than a power sort.
  • ProgressionProgression tracks and power curves across the whole roster.
  • ModesDesign and documentation for the six live modes below, including entry costs and reward tables.
  • EconomySummon banners, resource sinks, idle and offline rewards, free-to-play balance.
  • Live opsWeekly discovery and lucky events, 7-day quest chains, limited summon banners.
  • SharedUX wireframes with the art team; build verification with QA.

Task log

  • Event mechanics and config — mechanic docs then the live config for the weekly discovery, lucky-event and quest-chain calendar.
  • New hero pipeline — docs and setup for each new hero: role, faction, stats, skill kit, banner placement.
  • PvP — specced and shipped the 1v1 Arena and the 15v15 cross-server war.
  • IAP packs and fixes — built out the pack line-up at different price points; bug pass on every build.
  • Economy rebalance — re-tuned faucets, sinks and prices against live behaviour.
  • New game modes — mechanic docs and tuning for each mode added after launch.

Live on store

10K+
Downloads
Google Play
3.6 ★
186 reviews
Strategy
iOS & Android
bluedreamgaming
Jun 2026
Last store update

The design problem

An idle game pays the player while they are away, so the sinks have to be honest — otherwise the currency piles up, the summon banner stops mattering and progression flattens. Six modes exist partly to give that income somewhere to go, each with a different entry cost and a different reason to build a second lineup.

Add before sending Live numbers for this title — D1 / D7 retention, ARPDAU, average pulls to a 5★, or the tuning change you are proudest of. One measured result beats a page of system description.

Modes designed and documented

Campaign
Main progression spine, idle income gate
Infinite Tower
Solo endurance, roster-depth check
Clan Tower
Guild-shared tower, cooperative push
Deep Sea Dungeon
Rotating PvE, gear & material sink
1v1 PvP Arena
Formation counterplay, ranked ladder
15v15 cross-server war
Guild-scale endgame across servers
Map exploration
Pacing break, discovery rewards

Economy: what the loop moves

FAUCETS SINKS POWER Idle / offline income Campaign & mode clears Weekly discovery events 7-day quest chains Lucky events, free pulls Paid summon packs Standard summon banner Limited summon banner Hero level & star-up Gear enhance Dungeon / tower entries Cross-server war prep Roster depth Role / faction synergy Tactic bonuses Formation slots Gear tier Higher clear rate SPEND GRANTS FASTER CLEARS RAISE FAUCET OUTPUT

Free-to-play balance is the width of the dashed return path: wide enough that a non-paying player keeps climbing, tight enough that summon banners stay the fastest route to roster depth.

Heroes Awaken: Idle RPG

Idle RPG × auto-battler · Mobile

2023 Imba Games · Game Designer, credited author
Primary owner Main production · game economy & balancing (70+ heroes) · game-mode documents · biweekly content specs · version builds
Heroes Awaken key art: an armoured hero on a mechanical horse wielding a bamboo staff Heroes Awaken key art: a golden spear-wielding hero facing two enemy champions

Heroes Awaken · key art · Imba Games

Context

Imba Games' flagship idle RPG, crossing idle progression with auto-battler combat. I was responsible for the main production and the credited author of the design set — the person the rest of the team read to know what the game was.

Tasks I held

  • ProductionRan the main production line; tested and built the game versions that went out.
  • EconomySet up the economy and balanced it across a 70+ hero roster plus gear and skins.
  • ModesRewrote and improved the game-mode design documents.
  • ContentWrote the specs for biweekly content drops — the cadence the live game ran on.
  • SharedMonetization tuning with the publishing side.

Task log

  • Event mechanics and config — mechanic docs and the config behind the biweekly content cadence.
  • New hero pipeline — docs and setup for each addition to the 70+ roster, kept on one growth formula.
  • PvP — arena and ranked features, from match rules to reward tiers.
  • IAP packs and fixes — pack line-up across price points; bug fixes and version builds.
  • Economy rebalance — repeated re-tuning of the economy across heroes, gear and skins.
  • New game modes — mechanic docs and mode design for post-launch content.

Why balancing 70+ heroes is the hard part

A roster that size is not seventy balance problems, it is one: every hero has to be worth pulling without any hero being mandatory. Balancing there means tuning against the modes — a hero that is mediocre in Campaign has to have a tower, an arena or a synergy where it is the answer.

Outcome

5 awards

Winner across five categories at the 2024 Vietnamese Game Awards — indie game, storyline, mobile game, gameplay and graphic design.

100K+
Downloads
Google Play
4.0 ★
6.02K reviews
Role Playing
Idle RPG ×
truth arena
Add before sending The balance artefact itself: a screenshot of the real hero-tuning sheet, a power-curve chart, or a before/after on a hero the community said was broken.

Heroes & Empires

NFT strategy RPG on BSC · Mobile & PC

2021 CryptoViet Labs × Imba · Game Designer
Primary owner Game economy · NFT fusion & burn mechanics · HE tokenomics · whitepaper and pitch deck for the IDO
Heroes & Empires key art: a party of stylised heroes advancing across a desert as a stone titan rises behind them

Heroes & Empires · key art · CryptoViet Labs × Imba Games

Context

A co-production between CryptoViet Labs and Imba Games: an idle-RPG and auto-chess hybrid where the heroes are NFTs on Binance Smart Chain. The brief had two economies to satisfy at once — the in-game one and the token one — and they pull in opposite directions.

Tasks I held

  • EconomyDesigned the game economy for the idle-RPG × auto-chess hybrid, with NFT heroes, fusion and burn mechanics.
  • SupplyFusion and burn as the supply control: hero NFTs leave circulation when players push for higher tiers.
  • TokenBuilt the tokenomics for the HE token and the IDO.
  • PitchWrote the pitch deck and whitepaper the raise was run on.
  • SharedCore systems with the partner studio's design team.

Task log

  • Event mechanics and config — mechanic docs and event configuration alongside the NFT layer.
  • New hero pipeline — docs and setup for new heroes as tiered NFT assets.
  • PvP — the auto-chess versus layer: match rules, ranking and rewards.
  • IAP packs and fixes — in-app pack line-up beside the on-chain economy; bug fixes across builds.
  • Economy rebalance — re-tuned the in-game economy against token emission and burn.
  • New game modes — mechanic docs for modes added after the raise.

Outcome

$500K

Revenue within the first month of launch, and a place among the world's top 10 NFT games at the time.

$1.5M
Strategic round
led by Megala & Raptor
Top 10
NFT games
worldwide
BSC
Mobile & PC
Unity

Backers included DAO Maker, Icetea Labs, X21 Digital, Magnus Capital

Title delisted since; the raise, token and press record remain public

The token structure I wrote

One billion HE created at genesis for the October 2021 IDO, with only 8% circulating on day one and everything else on a vesting schedule — the supply discipline that stops a play-to-earn economy from eating itself in week two.

8% circulating at IDO 92% vesting
Add before sending A page from the whitepaper or the real token-flow chart, plus what you would change about the emission schedule with hindsight. Web3 studios read that answer closely.

Where the NFT supply goes

Mint IDO · BOX SALE Hero NFT TIERED ASSET Play IDLE · AUTO-CHESS Earn HE TOKEN Fusion & upgrade CONSUMES HEROES Burn SUPPLY REMOVED SPENT ON FUSION RETURNS A HIGHER TIER CIRCULATING SUPPLY FALLS

The design question on a play-to-earn title is not how players earn, it is what makes them stop selling. Fusion is the answer: the only route to a higher tier consumes heroes, so demand and the burn sit on the same button.

Cyborg Heroes key art: an armoured cybernetic hero suspended in a golden vortex

Cyborg Heroes

Coin98 × Heroes Awaken collaboration · Game Designer

Task log

  • Reskin spec — wrote the documentation that turned Heroes Awaken into the Coin98 theme.
  • Hero rework — updated the values and information for every hero in the co-branded build.
  • Map theming — respecced the map theme into the C98 skin.

A collaboration build is a constraint exercise: keep the systems the live game already validated, change everything the player reads as identity, and ship it on the partner's schedule.

Heroes Defense

Heroes Defense: Apex Guardians · Imba Games · Game Designer

Task log

  • New core mechanic — brought tower-defense placement into the existing hero core loop.
  • Event mechanics and config — mechanic docs plus live event configuration.
  • New hero pipeline — docs and setup for heroes in the defense context.
  • PvP — versus features on top of the defense loop.
  • IAP packs and fixes — pack line-up and the bug pass on each build.
  • Economy rebalance — re-tuned the economy for a shorter, stage-based session.
  • New game modes — mechanic docs for additional modes.

Live on store

70+
Heroes in the
defense roster
Aug 2024
Last store update

Zalo Game Center

VNG · Middle Game Designer, 2020—2021

Task log

  • Billiards — wrote the design documentation that produced a billiards product on the Zalo Game Center.
  • Cờ Tỷ Phú — wrote the design documentation for a property-trading board game on the same platform.
  • Metrics — tracked, investigated and reported the games' performance numbers back to the team.
  • Live ops — ran in-game events, plus product research and competitor analysis.

Casual games on a chat platform are a different design problem to an idle RPG: the session is two minutes long, the audience is everyone, and the only tutorial you get is the first screen.

Heroes Defense

Wave pressure across a stage

Shape, not values. Elites step the pressure up, every boss peak is followed by a deliberate drop, and the back half sits above the front half — so the same hero build feels different at wave 18 than it did at wave 4. Tuning a defense stage is tuning this line.

BOSS BREATHER FINAL BOSS WAVE → PRESSURE

Career

2018 → present

Awards & recognition

Vietnamese Game Awards 2024

  • Top 3Vietnamese Indie Game
  • Top 3Best Storyline
  • Top 5Vietnamese Mobile Game
  • Top 6Best Gameplay
  • Top 6Graphic Design

All five for Heroes Awaken, where I was the credited author of the design set and responsible for the main production.

Separately, Heroes & Empires reached $500K revenue in its first month and was listed among the world's top 10 NFT games — the economy and tokenomics work I did on that title is the closest thing I have to a stress test.

Toolkit

Tools, platforms, languages

Tools

  • Unity
  • Photoshop
  • Premiere
  • MS Office · Google Workspace

Platforms

  • Mobile — iOS & Android
  • PC & browser builds
  • Blockchain / BSC

Genres

  • Idle RPG · auto-battler
  • Hero collection
  • Tower defense
  • NFT / Web3 economies

Languages

  • Vietnamese — native
  • English — working proficiency