Senior Game Developer

DEFNE
TUNÇER

Building with Unity since 2020 — 70+ shipped prototypes and a love for anything clever, meticulously crafted & made of pixels. 👾☕🛸

scene: moth_village · runtime: three.js · 60fps — click the world to wake it
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About.

I'm a Senior Game Developer at MildMania, building mobile games in Unity since 2020 — from hybrid-casual prototypes shipped at a weekly cadence to launched titles with millions of downloads and live-ops running at 200K DAU.

I build well-architected, optimized gameplay systems and ship polished features with a great eye for animations and UI. I've built level editors and frameworks that let designers ship content without touching code, and AI-driven tools adopted across projects.

On the side I hold an MSc in Computer Graphics (GPA 3.98) and build small PC games with my fiancée under Blue Variable.

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years of Unity
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shipped prototypes
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downloads on launched titles
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daily active users
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Experience.

2020 — PRESENT

Senior Game Developer

MildMania · Ankara
  • Led development of multiple mobile casual titles in Unity, closely with designers and artists.
  • 70+ published hybrid-casual prototypes and 5 launched casual titles.
  • Built reusable game & level-editor frameworks and AI-driven tools adopted across projects.
  • Mentored junior developers through reviews, pairing and onboarding.
2019

HCI Lab Research Intern

University of Maryland · USA

Built a personal fitness data-viz web app on the Google Fit REST API — visualizations in D3.js and Tableau. Advisor: Eun Kyoung Choe.

2019

Google Student Retreat

Google · London

Invited as one of the top 25 KickStart competitors among 450 students across EMEA.

2018

Software Engineer Intern

TÜBİTAK BİLGEM YTE · Ankara

Cross-platform mobile chat app in C# with Xamarin, Firebase and Google REST APIs.

2020 — 2024

MSc Computer Graphics

Hacettepe University
GPA 3.98 / 4.00
2016 — 2020

BSc Computer Science

Hacettepe University
GPA 3.68 / 4.00
Unity / C#Shaders / GLSL C++ / Java / PythonAlgorithms & DS OOP / SOLID / PatternsBlender / Maya three.js / WebGLD3.js DaVinci ResolveGit / Rider Competitive ProgrammingGraphic Design
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Shipped titles

Five launched casual titles with top publishers — plus a seventy-strong graveyard of prototypes that taught me everything.

Color Bus Trip

with Voodoo · lead developer

Led development end-to-end — A/B testing mechanics and monetization into a launch-ready title on a strict deadline.

1M+ downloads200K DAUgoogle play ↗

Knit N Loop

with Voodoo · lead developer

Second launch-ready title from the same pipeline — mechanics, monetization and polish shipped against the clock.

Mayor Match

with Rollic · core developer

Match-3 mechanics, the level editor, live ops — events, teams, IAP — and an Addressables-based remote content pipeline.

1M+ downloads200K DAUgoogle play ↗

Wasteland Survival

tower defense

Shipped core gameplay systems for a tower-defense title — waves, targeting, and upgrade loops.

core systems

Lootland

arcade shooter

Core gameplay systems for an arcade-shooter — movement, loot, and the numbers that make it feel good.

core systems

70+ Prototypes

the hybrid-casual lab

Published hybrid-casual prototypes at a relentless cadence — every one a bet, a build, and a lesson.

2020 → now
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Personal projects

Outside of work, I play games — and build them.

A Cube Story

We know — being a cube all day sounds awesome. While it might be hard to understand why anyone would want more than that, our story begins with a Cube who is ready for an adventure through dimensions to find more. Will the Cube find what it seeks at the end of its journey — and will you be there to help?

A Cube Story — the Moth Village at night: a glowing cube resting on dark stone pillars, surrounded by moths and firefly lights
▸ play trailer — 01:37
in development

A puzzle-platformer that began as our master's degree project — built in Unity URP with custom shading, Cinemachine camera work and hand-crafted scenes: day and night cycles, rain systems, and quiet little places like the Moth Village.

Everything is made in-house, from the Blender models to the final edit — chasing the kind of clever tricks and illusions that made us fall in love with games like Monument Valley.

Unity · URPCustom shader CinemachineBlender Mesh modificationAnimation AI behaviourFSM Performance optimization
moth village — flythrough
scene capture
scene 01
mesh modification
prologue — i
prologue — ii
devlog cut
night light test

Purrfect Fit

A cozy puzzler mixing Balatro-style mechanics with inventory management — about finding the perfect spot for every cat. In active development at Blue Variable, our studio-in-the-making, on our shared BLUE framework. Early drafts, straight from the pitch deck:

Purrfect Fit pitch draft — page 1draft 01
Purrfect Fit pitch draft — page 2draft 02
Purrfect Fit pitch draft — page 3draft 03
Purrfect Fit pitch draft — page 4draft 04
Purrfect Fit pitch draft — page 5draft 05
Purrfect Fit pitch draft — page 6draft 06
Purrfect Fit pitch draft — page 7draft 07
Purrfect Fit pitch draft — page 8draft 08
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Hobbies.

Things I make when I'm not making (or playing) games.

Still from one of my video edits watch ↗

Video editing

Cutting trailers and edits in DaVinci Resolve — pacing, color and sound.

explore ↗

Modeling & animation

Amateur modeling, texturing & animation in Blender and Substance Painter.

Virtual photography — a silhouette under neon signage in Cyberpunk 2077 browse ↗

Video game photography

Chasing light and composition inside other people's worlds.

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Contact me

Let's build the incredible thing together.