TECHNICAL GAME DESIGNER / UE5 BLUEPRINT DEVELOPER

I design gameplay systems from intent to implementation.

Digital Game Design graduate focused on gameplay systems, player-facing mechanics, progression, debugging and production-ready Unreal Engine 5 Blueprint implementation.

Based in Istanbul, Türkiye Open to relocation & visa sponsorship
UE5 Blueprint systems
3-person production team
Feature-complete Minus Sixty
Available for junior roles, internships & relocation

Gameplay systems, built end-to-end.

I take mechanics from design goals to working UE5 Blueprint implementation: interactions, inventory, survival loops, progression, persistence, debugging and polish.

Game Design Blueprint Systems Design Production

Minus Sixty

Atmospheric single-player survival game inspired by Jack London's To Build a Fire, developed in Unreal Engine 5 by a three-person team.

Feature-complete Final bugfix & polish Steam page in preparation Voice-over production
MY ROLE

Game Designer, UE5 Developer & Project Lead

I owned a large part of the player-facing gameplay layer: core interactions, inventory and item flow, fire/survival mechanics, puzzle gating, save/load persistence, checkpoints, debugging and build-readiness polish.

  • Designed and implemented gameplay systems in UE5 Blueprints.
  • Translated survival design goals into interactive mechanics and feedback loops.
  • Coordinated feature progress, integration priorities and production fixes in a small team.
  • Supported the project through feature completion and current release preparation.
MS
CURRENT STATUS Release preparation

Core gameplay content is complete. The team is now focused on bug fixing, polish, final voice recording and Steam store preparation.

Making fire feel like a survival action, not a simple button press.

Problem

Fire needed to feel tense, valuable and connected to resource management.

Built

Tinder fire, campfire flow, ignition minigames, dry-grass extension, heat areas, fuel checks and burn-out states.

Result

A repeatable survival loop with player input, feedback, resource decisions and consequences.

Gather resourcesPlace fireIgniteHeat & surviveFuel / burn-out

Connecting item handling to the survival and progression loop.

Goal

Give the player clear ownership of resources while keeping interactions readable and fast.

Built

Grid inventory, pickup, use, drop, item-dependent checks and gameplay-facing inventory states.

Design value

Items become functional decisions rather than passive collectibles, linking exploration to survival actions.

FindPick upStoreUse / consumeUnlock action

Keeping progression-critical world state reliable across save and load.

Problem

Placed and burned-out fire states, player restoration and checkpoints had to survive loading without breaking progression.

Built

Persistent state flows for placed objects, unique IDs, fire restoration, autosaves and checkpoint-based player loading.

Result

A more reliable playable build with fewer progression-breaking state errors and clearer debugging paths.

Capture stateSave IDsLoad worldRestore actorsValidate progression

Using environmental interactions to gate progression without relying on heavy exposition.

Design goal

Make progression readable through the environment and player action.

Built

Valve interaction, switch-panel logic, socket-light states, gate/key logic and location-specific campfire requirements.

Result

Progression is communicated through interactive state changes and environmental feedback.

ObserveInteractRead feedbackSolve stateProgress

What I built in Minus Sixty

🔥

Fire Survival Mechanics

Ignition flow, fire states, fuel extension, heat feedback, burn-out logic and survival resource checks.

Minigames · Fuel · Heat · Burn-out

Inventory & Item Flow

Player-facing item handling including pickup, use, drop and inventory-dependent gameplay checks.

Grid · Pickup · Use · Drop

Puzzle & Progression Logic

Environmental progression systems including valve interaction, switch panels and socket-light states.

States · Gating · Feedback

Save/Load & Checkpoints

Persistent placed objects, burned-out state restoration, autosaves and checkpoint-based player loading.

Persistence · IDs · Debugging

Build Readiness & Polish

Loading-screen flow, VFX preloading, first-time hitch reduction and gameplay bug fixing.

Loading · VFX · Optimization

Project Ownership

Priorities, feature integration and production coordination from prototype through release preparation.

Planning · Integration · Leadership

Design decisions that survive implementation.

I am most useful where design intent and technical implementation meet.

01

Design Goal

Define what the mechanic should make the player understand, feel or decide.

02

Playable Implementation

Build the mechanic in UE5 Blueprints and connect it to input, feedback and game state.

03

Iteration & Debugging

Test edge cases, fix state logic and improve readability through player-facing feedback.

04

Production Polish

Prepare systems for a reliable playable build through persistence, loading and integration fixes.

Other systems and prototypes

Smaller projects that show range beyond the Minus Sixty production.

UE5 PROTOTYPE

Grappling Hook System

Gameplay mechanic prototype focused on movement feel, cable behavior and player control.

Traversal · Responsiveness · Blueprint
SYSTEM PROTOTYPE

Skill Tree System

Data-driven progression prototype using structured skill definitions and UI feedback.

Progression · Data · UI State
LEVEL DESIGN

Fun Factor

3D platformer prototype designed around teach-test-challenge flow and readable player guidance.

Onboarding · Flow · Readability
UE5 PROJECT

Mars Marine

Sci-fi action shooter prototype with combat mechanics, enemy behavior and gameplay feedback.

Combat · AI · Feedback

Designer mindset, implementation ownership.

I am a Digital Game Design graduate from Istanbul. My strongest work sits between game design and implementation: defining player-facing systems, building them in Unreal Engine 5 Blueprints, testing how they behave, and carrying them through production fixes.

I am actively pursuing junior Technical Game Designer, Game Designer, Gameplay/Systems Designer and closely related gameplay roles internationally. I am open to relocation and roles that can support the appropriate work authorization.

Unreal Engine 5Blueprint Visual ScriptingSystems Design Gameplay DesignUMGSave/Load PlaytestingDebuggingProject CoordinationBasic C++

Open to junior gameplay roles worldwide.

Technical Game Design · Game Design · Gameplay / Systems Design · UE5 Blueprint

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