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Project Description:
I designed and single-handedly developed Underground Racing for mobile in just three months, focusing on the best possible graphics, gameplay, and smooth performance.
The game runs at 60 FPS on mid-to-high-end phones while maintaining a small size of around 250 MB. Inspired by the nostalgic theme of NFS Underground, I added an MP3 player feature, allowing players to enjoy the atmosphere with tracks from great musicians.
I implemented police chases, visually and audibly satisfying crash effects, engine sound reverb when passing through tunnels, and small-to-large details such as destructible billboards in the city all crafted by me.
My Responsibilities:
• Developed the game to deliver the best graphics and feel on mobile.
• Baked lighting and optimized size for performance using the Bakery plugin.
• Implemented sub-scene mechanics for world streaming.
• Designed the UI and menus.
Project Description:
A classic, funny, and engaging first simulator game experience. In this game, which features a real-time day–night cycle, we must earn money to survive if our funds run out, foreclosure occurs, and we lose the game.
Taking on the role of a parking lot manager, we park cars, earn money, and purchase new vehicles to build our collection. The city offers a variety of businesses, including casinos, clubs, gas stations, and car showrooms. You can find on STEAM.
My Responsibilities:
• Developed all game core and core game mechanics.
• Implemented a real-time day night cycle with a clock-based core mechanic.
• Integrated real-time Enlighten lighting in an optimized manner.
• Designed all in-game menus and UI.
• Filmed and edited gameplay trailers.
Project Description:
My first incredibly lightweight web game. I created this demo in just two weeks as an experiment. Featuring in-game cinematics, police chases, racing, and music from real artists, this atmospheric web game is only 68 MB in size.
My Responsibilities:
• Designed and developed the entire game for maximum optimization on the web.
• Baked dark lighting to capture an atmosphere similar to NFS 2015.
• Designed missions combining in-game cinematics with AI races.
• Designed the UI and menus.
Project Description:
My first online web game. I used photon networking solution for this game. Super fast, lightweight, it is also cross-platform that means you can also play from mobile devices too. Apple, Android, Desktop all are supported and playable.
My Responsibilities:
• Created all networking scripts. Create and join room, room list.
• Designed basic and competetive levels for players
Project Description:
An application developed in an architecture office to bring house and villa projects into XR environments for Apple Vision Pro and Meta Quest headsets, optimized for the highest quality and performance.
Models prepared in 3ds Max and Blender were enhanced with realistic natural lighting to create immersive projects, which were then presented and sold to clients.
My Responsibilities:
• Conducted R&D to evaluate both device capabilities and the overall application design.
• Created in-editor tools to streamline workflows and speed up production within the team.
• Acted as a bridge between developers and designers, resolving issues and fixing models when necessary.
• Produced realistic lighting setups.
• Developed surface shaders to achieve the most realistic experience possible ensuring accurate representation of pool water, stone walls, and grass. For large-scale projects, implemented performance-optimized techniques such as fake interiors.
• Rewrote multiple systems from scratch to ensure compatibility with the METAL API, including a basic lens flare system and a custom LOD system.
• Filmed and edited gameplay trailers.
Project Description:
A mobile multiplayer running game featuring endless runs, goal-based races, and special power-ups. Players compete in running and parkour challenges to win races and can unlock new characters using the money they earn.
My Responsibilities:
• Directed the visual art style and led the remaster of the entire game.
• Optimized 3D models in Blender.
• Created 2D skeletal animations for ad videos.
• Optimized asset pipelines between Blender and the game engine for improved performance.
• Baked lighting and reduced lightmap sizes.
• Filmed in-game cinematics and produced the official trailer.
Project Description:
Death Pit designed and created as a showcase PC demo. This was a story-driven proof-of-concept dream project developed by a small team of three. The goal was to deliver a strong gameplay feel and a technology showcase within a short timeframe.
In the playable story demo, set in a post-zombie-outbreak world, our hero awakens to explore the world on foot or by vehicle, inevitably engaging in armed combat, which ultimately ends with the zombies overwhelming him.
My Responsibilities:
• Designed level and environments to create a concept demo aligned with the story.
• Developed and implemented technologies such as real-time lighting, screen-space effects, sound effects, large-scale zombie horde AI, gameplay systems, and environmental interactions.
• Filmed in-game cinematics and produced the official trailer.
Project Description:
A cross-platform racing game inspired by fun races and derby modes from GTA 5 Cunning Stunts and classic GTA SA:MP. The game offers not only derby but also TDM, DM, and Time Trial modes, providing hours of engaging and entertaining gameplay.
My Responsibilities:
• Developed multiplayer systems and performed detailed testing of smooth collision physics.
• Created immersive VFX in chaotic environments, including explosion effects, crash effects, smoke effects, and satisfying collision and friction sounds to provide strong player feedback.
• Baked lighting and optimized the game for performance.
• Filmed in-game cinematics and produced the official trailer.
Project Description:
Offroad World the kind of game every adventurer dreams of. Set in a massive open terrain where you can take part in various activities, race against other drivers, and test your 4x4 off-road or SUV vehicle. This stunning environment features flowers, trees, the distant sound of waterfalls, and chirping birds, but also delivers thrilling moments such as getting stuck in the mud or tumbling down a mountain. Despite its detailed visuals, the game runs at a stable 60 FPS on mobile.
My Responsibilities:
• Developed the core and mission mechanics, as well as all environmental interaction systems.
• Baked lighting and optimized size for performance using Unity’s lightmapper.
• Created blockout level designs for terrains featuring sharp mountains and steep slopes.
• Designed the environment using high-quality mobile-ready scanned assets, painting the map as if composing a perfect nature photograph.
• Produced all particle effects, including waterfalls, mud spray, sand, water, gravel, vehicle smoke, and dust trails under various driving conditions, along with designing their sound effects.
• Designed gameplay mechanics affected by vehicle weight and terrain resistance for example, traction on grass and rock, getting stuck in mud, or sliding on ice adding small but impactful details throughout the game.
Project Description:
A true blend of retro charm and modern visuals, this 2.5D platformer was inspired by the Jazz Jackrabbit series I loved playing as a child. The project began in Bursa, Turkey, at Skully's Burgers a collaboration born out of creativity and a shared love for punk rock with the restaurant’s owners. Unfortunately, due to budget limitations, the game remained incomplete and was released only as a demo. Even in its demo state, the game featured small details such as leaves falling from trees, the character’s shoelaces and clothes swaying, all wrapped in a low-poly, goofy art style.
My Responsibilities:
• Designed the level and environment in a way unique to the 2.5D style.
• Developed and programmed character movement schemes, destructible environmental objects, enemy AI, and physics-based interactions.
Skully's Adventures 3D
Skully's Game Island Adventures
Project Description:
A true retro arcade machine game. Play solo or couch co-op as Skully [P1] and Rusty [P2], diving into fast-paced action. The game combines a nostalgic retro look with modern features like an innovative online leaderboard and vibrant particle effects. It offers both a story mode and a high-score mode. Players earn points by shooting enemies, turning them into meatballs, and then kicking them away. Inspired by two of my favorite retro games, Snow Bros. and Super Mario Bros., this project captures the classic charm with a fresh twist.
My Responsibilities:
• Developed two-player character controls and all core gameplay mechanics.
• Designed all enemy characters art and updated the main characters’ sprites by outfitting their 3D models from Skully’s Adventures in Marvelous Designer, then refining them in Maya.
• Captured side-view renders of originally 3D characters to create sprite sheets.
• Designed all levels and environments for this first-ever 2D game I created.
Project Description:
A story-driven heist game that was planned but ultimately remained an unpublished demo. In the demo, the gameplay was limited to battling AI enemies within a small area. The project served more as a learning experience. My sole contributions to the project are listed below.
My Responsibilities:
• Designed the main character’s clothing in Marvelous Designer.
• Created collision physics sound effects and bullet impact particle effects with accompanying sounds; additionally, these particle effects were designed to react to explosions and scatter dynamically.
• Improved the code and animations of a third-party character controller and AI enemy asset, making them more fluid and responsive.
EHVENISER
Project Description:
A mobile football game with an innovative twist. Can be playable with one hand, players face off against an opponent in a match where power-ups can be used. The gameplay is more similar to air hockey, inspired by the Crash Ball mode from Naughty Dog's Crash Bash, and was developed as a team project for mobile platforms.
My Responsibilities:
• Developed all game core gameplay mechanics, including character controls, ball physics, and overall feel of the game.
• Baked toon-style lighting and optimized the game size for better performance.
• Created a simple AI for what appears to be a fake multiplayer mode. The AI can behave like a normal player or increase difficulty by acting more competitively, enhancing the feeling of playing against a real person.
• Designed and implemented mechanics such as emoji reactions and power-up usage.
Project Description:
I designed and single-handedly developed Underground Racing for mobile in just three months, focusing on the best possible graphics, gameplay, and smooth performance.
The game runs at 60 FPS on mid-to-high-end phones while maintaining a small size of around 250 MB. Inspired by the nostalgic theme of NFS Underground, I added an MP3 player feature, allowing players to enjoy the atmosphere with tracks from great musicians.
I implemented police chases, visually and audibly satisfying crash effects, engine sound reverb when passing through tunnels, and small-to-large details such as destructible billboards in the city — all crafted by me.
My Responsibilities:
• Developed the game to deliver the best graphics and feel on mobile.
• Baked lighting and optimized size for performance using the Bakery plugin.
• Implemented sub-scene mechanics for world streaming.
• Designed the UI and menus.
Project Description:
A fun and educational game designed for children, offering three different modes: card matching, puzzles, and coloring. Each mode contains a variety of engaging content to keep kids entertained while learning.
My Responsibilities:
• Designed all game modes and coded all core mechanics except for the coloring feature.
• Developed the puzzle mechanic and designed the accompanying sound effects.
• Created the card matching mechanic and its sound effects.
• Designed menu transitions and composed light, cheerful background music.
• Developed and implemented Parental Gate protection and an advertisement system for child safety.
Project Description:
A casual game where our slime character changes shape to avoiding obstacles. The game appeals to a wide audience, and players earn points by navigating obstacles well or excellently, which can then be used to unlock various fun and interesting characters.
My Responsibilities:
• Designed all ground decals, trails, and particle effects characters.
• Used toon shaders and created depth fog to make the game visually appealing while solving performance issues.
• Improved some of the core mechanics for smoother gameplay.
• Implemented satisfying feedback for players, including breaking sounds and phone vibration effects.
Project Description:
A 2D endless runner game for children, themed around Baby Shark. The game features three different characters, and players overcome obstacles at various difficulty levels while collecting stars. These stars can then be used to unlock new character skins.
My Responsibilities:
• Designed small details such as underwater seaweed animations and affecting from touch bending.
• Designed and implemented the parallax background system.
• Improved some of the core mechanics for smoother gameplay.
• Created multiple input methods touch, buttons, sliders to ensure children can play comfortably.