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.

Cube Tidy: Sort & Fill
Marble Away!
Jelly Jam
Zen Garden: Flower Sort

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.

  1. 01

    Concept & prototype

    One mechanic, rough prototype, instrumented from the start. If it is not fun early, we start over.

  2. 02

    Playtest & refine

    Real players, real feedback. Difficulty, pacing and onboarding tuned until they feel right.

  3. 03

    Polish & ship

    The last 10% takes half the time: animations, sound, haptics and store readiness.

  4. 04

    Grow & sustain

    Events, content updates and live ops keep players coming back for months.

Studio timeline

Milestones so far

  1. 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.

  2. 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.

  3. 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.

  4. 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

  • MinNCFounder

    MinNC

    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

    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

    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

    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

    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

    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

    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

    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.

Culture

What a week here looks like.

View open roles
  • 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.