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.
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.
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.
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.
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.
Fire needed to feel tense, valuable and connected to resource management.
Tinder fire, campfire flow, ignition minigames, dry-grass extension, heat areas, fuel checks and burn-out states.
A repeatable survival loop with player input, feedback, resource decisions and consequences.
Connecting item handling to the survival and progression loop.
Give the player clear ownership of resources while keeping interactions readable and fast.
Grid inventory, pickup, use, drop, item-dependent checks and gameplay-facing inventory states.
Items become functional decisions rather than passive collectibles, linking exploration to survival actions.
Keeping progression-critical world state reliable across save and load.
Placed and burned-out fire states, player restoration and checkpoints had to survive loading without breaking progression.
Persistent state flows for placed objects, unique IDs, fire restoration, autosaves and checkpoint-based player loading.
A more reliable playable build with fewer progression-breaking state errors and clearer debugging paths.
Using environmental interactions to gate progression without relying on heavy exposition.
Make progression readable through the environment and player action.
Valve interaction, switch-panel logic, socket-light states, gate/key logic and location-specific campfire requirements.
Progression is communicated through interactive state changes and environmental feedback.
What I built in Minus Sixty
Fire Survival Mechanics
Ignition flow, fire states, fuel extension, heat feedback, burn-out logic and survival resource checks.
Inventory & Item Flow
Player-facing item handling including pickup, use, drop and inventory-dependent gameplay checks.
Puzzle & Progression Logic
Environmental progression systems including valve interaction, switch panels and socket-light states.
Save/Load & Checkpoints
Persistent placed objects, burned-out state restoration, autosaves and checkpoint-based player loading.
Build Readiness & Polish
Loading-screen flow, VFX preloading, first-time hitch reduction and gameplay bug fixing.
Project Ownership
Priorities, feature integration and production coordination from prototype through release preparation.
Design decisions that survive implementation.
I am most useful where design intent and technical implementation meet.
Design Goal
Define what the mechanic should make the player understand, feel or decide.
Playable Implementation
Build the mechanic in UE5 Blueprints and connect it to input, feedback and game state.
Iteration & Debugging
Test edge cases, fix state logic and improve readability through player-facing feedback.
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.
Grappling Hook System
Gameplay mechanic prototype focused on movement feel, cable behavior and player control.
Skill Tree System
Data-driven progression prototype using structured skill definitions and UI feedback.
Fun Factor
3D platformer prototype designed around teach-test-challenge flow and readable player guidance.
Mars Marine
Sci-fi action shooter prototype with combat mechanics, enemy behavior and gameplay 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.
Open to junior gameplay roles worldwide.
Technical Game Design · Game Design · Gameplay / Systems Design · UE5 Blueprint