Technical Game DesignerIstanbul, Türkiye

EMRE ADİS.

I design the rules.
I build the systems.
Then I make them playable.

Digital Game Design graduate.
Open to junior game & technical design roles.

Explore my work

A mechanic on paper.
A system you can play.

I work across design and implementation, using playtesting to connect the two.

01 / Design

Player decisions

Mechanics, resource choices and environmental progression.

02 / Build

Working systems

UE5 Blueprints, interactions, inventory and persistent world state.

03 / Iterate

Test the details

Playtesting, gameplay debugging and feature integration.

WHAT
I BUILT.

I worked on the systems players interact with, and the state behind them.

Alongside implementation, I coordinated priorities and feature integration with the team.

Design → Blueprint → Playtest
01

Fire & survival

Fire placement, ignition minigames, fuel checks, heat areas and burn-out states — connected into the survival loop.

GatherIgniteKeep warm
02

Inventory & items

Grid inventory, pickup, use and drop actions. I connected item handling to resource checks and gameplay interactions.

Inventory state / Item flow / Interaction checks

03

Save / load

Unique IDs for placed objects, fire-state restoration, autosaves and checkpoint loading. The focus was keeping world state consistent when the player returned.

Persistence / Actor restoration / Checkpoints

04

Progression logic

Valve interactions, switch panels, socket-light states and gate/key logic. I implemented the checks and state changes that let players move forward.

Environmental interactions / Gating / Feedback

05

Debugging & polish

Loading-screen flow, VFX preloading, and fixes for gameplay and progression bugs. I tested the connections between systems as well as the individual mechanics.

Loading / Integration / Gameplay fixes

MORE OF
MY WORK.

01

Grappling Hook

A UE5 movement prototype exploring cable behaviour and player control.

Traversal / Blueprint
02

Skill Tree

A progression prototype with structured skill definitions and UI feedback.

Progression / UI
03

Fun Factor

A 3D platformer built around teach–test–challenge level flow and player guidance.

Level design
04

Mars Marine

A sci-fi shooter prototype with combat mechanics, enemy behaviour and gameplay feedback.

Combat / UE5
02 / About meIstanbul, Türkiye

A DESIGNER
WHO GETS
HANDS-ON.

The part I enjoy most is making an idea work in someone's hands.

I'm Emre Adis, a Digital Game Design graduate. I design gameplay, build it in Blueprints, and test the details that are easy to miss on paper.

My work spans survival mechanics, inventory, progression, movement prototypes and level flow. I enjoy working closely with a small team and following a feature through implementation and testing.

Unreal Engine 5BlueprintsUMGBasic C++
Read my resume PDF ↗
03 / Get in touchOpen to junior roles & relocation

LET'S TALK.

↗

Game design, technical design
and gameplay systems.

LinkedIn ↗

Based in Türkiye. Open to international roles with work authorization support.