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.
Experience.
Senior Game Developer
- 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.
HCI Lab Research Intern
Built a personal fitness data-viz web app on the Google Fit REST API — visualizations in D3.js and Tableau. Advisor: Eun Kyoung Choe.
Google Student Retreat
Invited as one of the top 25 KickStart competitors among 450 students across EMEA.
Software Engineer Intern
Cross-platform mobile chat app in C# with Xamarin, Firebase and Google REST APIs.
MSc Computer Graphics
BSc Computer Science
Shipped titles
Five launched casual titles with top publishers — plus a seventy-strong graveyard of prototypes that taught me everything.
Color Bus Trip
Led development end-to-end — A/B testing mechanics and monetization into a launch-ready title on a strict deadline.
Knit N Loop
Second launch-ready title from the same pipeline — mechanics, monetization and polish shipped against the clock.
Mayor Match
Match-3 mechanics, the level editor, live ops — events, teams, IAP — and an Addressables-based remote content pipeline.
Wasteland Survival
Shipped core gameplay systems for a tower-defense title — waves, targeting, and upgrade loops.
Lootland
Core gameplay systems for an arcade-shooter — movement, loot, and the numbers that make it feel good.
70+ Prototypes
Published hybrid-casual prototypes at a relentless cadence — every one a bet, a build, and a lesson.
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 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.
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:
draft 01
draft 02
draft 03
draft 04
draft 05
draft 06
draft 07
draft 08The lab
Experiments, tools and open source — mostly WebGL, geometry, and things that had no business being built but were fun anyway.
The generic game systems my fiancée and I share across every Blue Variable project.
A WebGL physics toy — one smelly cat, three.js and ammo.js, zero purpose, maximum joy.
A polygon triangulation playground — computational geometry you can poke at, live in the browser.
Turn puzzle ideas into playable prototypes instantly — an AI-assisted design sketchpad.
An interactive, spoiler-safe quest tracker for slow, careful playthroughs.
"look at me! I'm made with ThreeJS 😁👀" — my first 3D portfolio, handmade by me in 2020. This one was made by AI.
Mispronunciation detection for English learners with a Turkish accent — our senior design project, 94% F1.
Is it rock or not? Predicting music genres from audio features across a stack of ML methods.
Hobbies.
Things I make when I'm not making (or playing) games.
Contact me
Let's build the incredible thing together.