About the studio
A small studio obsessed with the perfect puzzle.
CMZ Soft was founded in 2025 in Hanoi, Vietnam, to build mobile puzzle games the way good products are built: with a clear hypothesis, fast iteration and honest measurement.
Who we are
Designers, engineers and puzzle enthusiasts.
We are a compact team of game designers, Unity engineers and artists making puzzle games for mobile players around the world — people who play on commutes, in breaks and before bed, and who deserve something that feels fair and polished every time.
The studio grew out of a simple observation: most of the work in a new puzzle game is the same as the last one. So we built a framework and a level editor once, wired analytics into them, added AI copilots for design and art, and now spend our energy on the parts players actually feel.
Mission
Make puzzle games people can't put down — and build them in a way that can be repeated.
What we believe
Fun first, then data
If a prototype is not fun on day one, no dashboard will save it. Measurement tells us where to look, not what to feel.
Fair puzzles
Players should always understand why they lost. Difficulty is a curve we design, not a wall we hide behind.
Ship to learn
Small, instrumented releases beat long silent productions.
Respect the player's time
Short sessions, clear goals, no dark patterns.
Own the tools
Framework, analytics and pipelines are part of the product — not a side project.
How we work
Concept to store in measured steps.
- 01
Concept & prototype
One mechanic, rough prototype, instrumented from the start. If it is not fun early, we start over.
- 02
Playtest & refine
Real players, real feedback. Difficulty, pacing and onboarding tuned until they feel right.
- 03
Polish & ship
The last 10% takes half the time: animations, sound, haptics and store readiness.
- 04
Grow & sustain
Events, content updates and live ops keep players coming back for months.
Studio timeline
Milestones so far
2024
The mechanic lab begins
First puzzle prototypes — screw jam, jigsaw, berry blast — start the m-series that now counts more than twenty-five mechanics.
Oct 2025
First titles on Google Play
Blast Jam: Block Away, Color Blast Saga and Cupcake Sort ship, proving the shared booster and progression systems.
Dec 2025 – Mar 2026
Framework and level editor
The CMZ Puzzle Framework and the level editor become the base for every new title; the analytics stack goes live for all of them.
Jun – Sep 2026
Thirteen titles in four months
Marble Away, Arrows Lace, Zen Garden, Cube Tidy, Hole Crowd, Vacuum Conveyor, Jelly Jam, Food Sort, Offline GameHub and more — plus GD Studio and Art Factory in daily use.
Technology
Built on our own tools.
CMZ Puzzle Framework & Level Editor
A Unity codebase supporting many puzzle mechanics behind one small contract, with progression, boosters, remote config, ads, IAP and analytics wired in. The level editor exports content the framework loads directly.
CMZ BI — puzzle analytics stack
Real-time dashboards for retention cohorts, level funnels, ad and IAP performance, economy flows and player segments. Built for go / kill decisions across all sixteen titles.
GD Studio & Art Factory
In-house AI platforms: a game-design copilot with a KPI predictor and shared team workspace, and an art pipeline with style presets, automated QA and Unity export.



Meet the team
Meet the team
FounderMinNC
Founder & Product Lead
MinNC founded CMZ Soft and leads product, production and technology across the portfolio.
He designed the CMZ Puzzle Framework and level editor the studio's games run on, set up the CMZ BI analytics stack, and built the in-house AI tooling — GD Studio for game design and Art Factory for art — behind the prototype-and-test cadence that has put sixteen titles on Google Play since October 2025.
Expertise
- Product strategy
- Puzzle game design
- Unity architecture
- Analytics & BI
- AI-assisted production

Bika Nguyen
Publishing & Marketing Operations
Runs the publishing side of every launch: Google Play and App Store Connect listings and accounts, partner dashboards, marketing video briefs and creative plans, and the reports that follow each release.
Expertise
- Store operations
- UA creatives
- Partner dashboards
- Launch reporting

Duy Vu Doan
Unity Developer
Builds the studio's product line in Unity — gameplay and meta systems, level-generation tools, sound and haptics, multi-resolution UI and the store builds themselves — across Cube Tidy and the PD series.
Expertise
- Unity
- Gameplay systems
- Level tools
- Release builds

Thang Do Hoanh
Unity Developer · SDK & Monetization
Owns the commercial layer of the games: ads mediation and IAP flows, partner SDK integrations, remote-config experiments and iOS/Android release builds.
Expertise
- Unity
- Ads & IAP
- SDK integration
- Remote config

Nguyen
Game Developer · Tools & Automation
Builds MVP prototypes for new mechanics and maintains the studio's internal tooling — automated builds, design-to-engine pipelines and the app publishing utilities the team relies on.
Expertise
- MVP prototyping
- Build automation
- Internal tools
- App publishing

Ngoc Anh Dao
2D Artist & Animator
Draws and animates the games' interfaces — meta-layer screens, shop and offer popups, lobby animation and theme reskins across the puzzle titles.
Expertise
- 2D art
- Game UI
- Animation
- Reskins

Anh Hoàng
Game Artist
Produces art for new prototypes and reskins of existing titles — from MVP concept art to shop and lobby assets.
Expertise
- Concept art
- Asset production
- Reskins

Vivi
QA Tester
Checks every build before it ships — store versions, open-testing releases and pre-marketing passes across the portfolio.
Expertise
- Build verification
- Release QA
- Regression testing
Inside the studio
How the team actually works.
Not a slide about culture — the loop we run every week, and the tools we built to run it.
Prototype sprints
A new mechanic every few weeks. Twenty-five have been prototyped since 2024; the ones that earn it go to the store.
GD Studio — AI game-design copilot
Seven design skills, a KPI predictor and an idea generator tuned to our D1, D7, CPI and playtime targets, in a workspace the whole team shares.
Art Factory — AI art pipeline
Style presets, structured prompts, automated technical QA and one-click Unity export keep sixteen titles visually consistent.
CMZ BI — analytics for go / kill
Retention cohorts, level funnels, ads, IAP and economy flows for every title from its first test build.
Puzzle framework & level editor
One Unity codebase where any mechanic plugs in; designers ship chapters without engineering time.
Test launches with real players
Every prototype ships to Google Play early. Three weeks of real cohorts settle what months of internal debate cannot.
- A new mechanic prototype every few weeks — and the discipline to kill most of them
- Everyone plays every build; playtests are part of the weekly rhythm
- Go / kill reviews on real Google Play cohorts, not opinions
- Design and art with AI copilots we built ourselves
- Small team, real ownership: your work is on the store within weeks
Let's build the next great mobile game.
Whether you publish, invest or want to work with us, we would love to hear from you.







