Role: Principal investigator
@Anglia Ruskin University, Cambridge, United Kingdom
March 2023 - present
A narrative-rich video game with an innovative storytelling system, ensuring it's accessible for everyone to enjoy!
Role: Co-investigator
@Anglia Ruskin University, Cambridge, United Kingdom
January 2023 - present
Collaboratively designing a game with children, by adapting a renowned game to create a soothing experience aimed at assisting children who have experienced past trauma.
Role: Game development project manager
@Creative Automata Lab, University of Texas at Dallas, United States
May 2019 - May 2020
Link to the public version (lite)
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Scaffolded Training Environment for Physics Programming (STEPP) is an educational simulation in which students learn physics and modelling. Students often perceive physics as a subject that is too abstract to understand because the knowledge about matter and motion from our physical world is reduced to mathematical equations. By encoding a mathematical equation in a language that the computer understands, processes, and provides real-time graphical feedback, students turn abstract knowledge back into observable phenomena. In STEPP, the students use state diagrams instead of programming to model physics problems. This design choice enables students to use computational thinking to solve physics problems without any prior programming experience.
Personal project
Exhibited @HASTAC 2019 Decolonizing Technologies, Reprogramming Education
May 2019
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This game decomposes a seemingly perfect arcade game to demonstrate real-life border politics metaphorically. I was inspired by Michel Foucault's writings on biopolitics and Giorgio Agamben's book titled Homo Sacer: Sovereign Power and Bare Life.
UX/UI Designer
@Fathomd, Dallas TX, United States
May 2018 - August 2018
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Beer Distribution Game <Link to the game>
This game simulates the interaction among four firms in a supply chain. Players take one of the four roles – factory, distributor, wholesaler or retailer – in a supply chain distributing cases of beer to satisfy end-customer demand. Each week, players order from their immediate upstream location to replenish their on-hand inventory with the objective of minimizing total supply chain costs.
Forecast Sharing Game <Link to the game>
This game can be used to illustrate and help students understand issues such as the role of information sharing in supply chains; the role of incentives, contracts, and behaviours in synchronizing supply chain decisions; the role of trust and trustworthiness in business settings; the implications of lopsided risk sharing; the implications of supply chain environment (such as cost of production, the level of market uncertainty) on decisions and, so on.
Newsvendor Game <Link to the game>
In this game, each player manages a bagel store. Each day, before opening the store, the player decides how many bagels to order, with the objective of maximizing profits to satisfy uncertain customer demand.
Personal project
Exhibited @3E - Experimental Entertainment Expo: Critical Interventions in Gaming
April 2018
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I created this game to critique the idea of a "correct" way to play digital games. In the game, players have the freedom to choose their approach, but there's a fictional third-party app called the Player Assistance System (PAS) that evaluates and criticises player performance, regardless of their choices. The project aims to challenge the notion of rigid gaming norms that favour those who invest time and money in mastering the metagame while excluding others.
Role: UX Researcher
@Nerd Kingdom, Irving TX, United States
May 2016 - August 2017
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I collaborated with the data science team to develop a system that generates content in response to player activities. We began by customizing Minecraft to evaluate our system's effectiveness before implementing it within our proprietary engine. My role entailed analyzing the gathered data to identify prevalent player archetypes and favoured playstyles. Additionally, I played a role in shaping the design of the building system and resource management system.
Role: Game Developer & Research Assistant
@Simsoft & Middle East Technical University (Joint Project), Ankara, Turkiye
August 2014 - July 2015
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This project is the design and development of a teacher training simulation funded by the Scientific Research and Technology Council of Turkey.
As a research assistant:
I developed artificial intelligence (AI) controlled non-player student characters for a teacher training simulator. The goal is to achieve more realistic AI behaviour by enabling non-player characters to influence each other through the incorporation of social learning theory into their decision tree, which is based on the belief-desire-intention model.
As a game developer:
I have collaborated with educational technology specialists to design the core loop of a teacher training simulation. Moreover, I created a dedicated level editor for educational institutions, enabling them to craft custom scenarios. I integrated AI systems developed as part of my master's thesis to control non-player character student avatars within the virtual classroom.
The simulation and the paratexts are in Turkish because Sınıfta is designed to train teachers of the Turkish educational system on pedagogies for classroom management.