Welcome!
gorkem.seven@tutamail.com
gorkem.seven@tutamail.com
Here's my fun skill point grinding adventure over years and samples from published games below:
2017: Unity Beginner (indie)
-game object manipulation
-control animations
-simple ui
-simple game management
-immature c# usage
-c++ knowledge
+beginner 3d modeling
2020: Junior Unity Developer (freelancer)
-procedural mesh manipulation (generation, deformation, breaking)
-texture painting at runtime
-decent c# coding
-better game management
-simple save&load
-semi complex UI
-advanced game mechanics (pathfinding, combat, hypercasuals...)
+aspiring 3d artist (modeling, animation)
2022: Mid Game Developer (N-path games)
-Professional gameplay mechanics (puzzle, rpg, mobile casual)
-advanced c#
-lightning fast coding speed
-game optimization (material merge & batching)
-solid game management
-data management and api(firebase, aws)
-Professional UI development
-teamwork (github, jira)
+capable game artist: simple shaders, particle effects, procedural world terrain
2024: Senior Game Developer (Arti-XR)
-Expert game mechanics (multiplayer, combat, item systems, skills, VR)
-matured, optimized c#
-game bottleneck optimization (lods, texture streaming, cpu side)
-advanced vfx (particle, shader graphs, hlsl)
-Game AI (mind states, behaviour trees)
-Scaleable game software architechture
-team's solution guy
+tech artist: light+texture baking in blender, good humanoid animation, procedural texture generation
2026: Senior+ Game Developer
-Multiplayer network optimization
-well aged & slower coding, restricted vibe coding
-Leading experience (hiring, task managing, code review)
-advanced game optimizations (multithreading, hlsl cuda)
-solidified powerfull game code architecture design
-safe game data management across server-client architectures
-Unity project management (assembly - folder structure)
-Game mechanics specialization ( combat, rpg )
-Including cutting edge AI to games (llm chat, reinforcement learning)
-og shader coding (vertex, fragment code)
+advanced game tech artist: good 3d modelling, animation, procedural modeling, shader
Experiences in spotlight
Short list of my contributions
unit humanoid animaiton overwriter system
complete interaction system (equiping, attacking, taking covers, using skills)
implementation of many skills
network sync of movement, attack and skills
ik systems
pathfinding (a* fill)
card deck system
field of vision & sight mechanism
mission framework
tutorial implementation
custom dependency injection
technical art lead in optimization(light baking, lod, shaders, retopology)
With the help of latest AI llm technology, we setup a system to produce a female companion experience. Players can have realistic in context conversations with the well known game and anime characters .With the honor of having lead role in this project, i've developed chat and interaction systems with visualy appealing 3d graphics. Using very advanced inverse kinematics and softbody packages, we could produce real-feeling physical interactions.
After many failed indie project, this is the most "complete" one. We control a cute witch and go fish with her in nicely coloured island. There are many fish species to be caught. And our girl grows in strenght, dexterity and wisdom too. So she can attrach and catch better fishes! It was a fun project.
Within my time in NPath games, i was positioned as a senior game developer. Within my responsibilities, i've implemented many core features including linking, tile vfx management, combo vfx, and level editor. i designed how visual aspects and logic codes come together. I've supported our inexperienced developers to learn and advance on their responsibilities while being an example of coding principles. Also i've led a second project (which hasn't been published yet) into a state of the art.
Samples from my games: