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GAME DEVELOPER · UNITY & UNREAL ENGINE 5

I build the systems that make games fun.

I'm Tarık, a game developer based in Istanbul. Over the past three years I've worked with five studios, mostly on remote international teams. My code is live in HELLBREAK, a roguelite arena shooter on Steam, and my next game is headed there too. Most days you'll find me deep in the stuff players feel but never see: multiplayer sync, enemy AI, save systems, frame budgets.

HP
ENGINESUnity (C#) · UE5 (C++/Blueprint)
LOCATIONIstanbul · UTC+3 · CET-friendly
SHIPPEDHELLBREAK (Steam)
STATUSOPEN TO REMOTE ROLES_
0YEARS EXP
0STUDIOS
0STEAM TITLES
0LOCALIZED LANGS
// Shipped & In Development

The Big Ones

// Side Quests

More From The Workshop

Personal games and editor tools where I test ideas and break things. Everything here is open source, so go read the code.

UNREAL ENGINE 5EDITOR TOOL

Level Asset Analyzer

An Editor Utility Widget that scans every Static Mesh Actor in a level: triangle and vertex counts, material usage, collision complexity. It sorts actors into Low, Mid and High poly folders, flags duplicate meshes and raises tiered warnings before performance problems make it into a build.

View source →
UNITYONLINE CO-OP

Co-Op Survival 2D

Online zombie survival with synchronized 4-player multiplayer on Netcode for GameObjects. Dynamic wave spawning, varied enemy AI and an upgrade system, all on a clean SOLID architecture.

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UNITYSTRATEGY

Tower Defense

A customizable wave system, several animated enemy types and turrets you can upgrade or sell back. Tuned for actual strategy rather than tower spam.

View source →
UNITYPUZZLE

Animal Match

Match-3 with special tile interactions like dynamite and four-leaf clovers, plus a save system that tracks best scores and level completion.

View source →
UNITYPLATFORMER

Fox's Tale

A 2D pixel-art platformer with double jump, dash and enemy-bounce controls, boss fights, checkpoints and a hand-made pixel UI. That's its hero running along the bottom of this page.

View source →
// Loadout

What I Bring To The Party

Everything here has been used on real projects. Most of it on shipped ones.

ENGINES & LANGUAGES

  • Unreal Engine 5 — C++ & Blueprint
  • Unity — C#
  • Java, C

GAMEPLAY & SYSTEMS

  • Inventory, crafting, building
  • Save/load, day–night, resources
  • Procedural grids & endless levels

MULTIPLAYER & AI

  • Netcode for GameObjects
  • Steam OSS, state sync
  • Behavior Trees, custom nodes

PERFORMANCE

  • Object Pooling, LODs, Data Tables
  • Tick & collision optimization
  • 2–2.5× frame-rate gains, shipped

UI / UX & LOCALIZATION

  • HUD & gameplay UI, custom elements
  • 10+ language localization pipelines
  • Pixel-art & game feel

CRAFT & WORKFLOW

  • Editor tooling — Utility Widgets
  • SOLID & design patterns
  • Git, SVN, Diversion
  • Jira, Notion, Miro
// Achievements

Unlocked So Far

Click one — they're proud of themselves.

// Quest Log

Where I've Fought

The short version. The full playthrough, every quest included, is in the CV.

Hiraru Games Game Developer

Feb 2026 – Present · Remote

Network-synchronized dynamic material systems, a collision-checked player decoration system, client-side VFX, and 10+ language localization.

Visma Games Game Developer

Mar 2025 – Sep 2025 · Remote

Cleaning & Tutorial systems in C++/Blueprint, Behavior Tree AI with custom nodes, save/load, and a 2–2.5× frame-rate boost on a shipped simulation game.

Double Barrel Games Game Programmer

Jun 2023 – Feb 2025 · Remote

HELLBREAK's HUD and core UI from demo to post-release; promoted from part-time to full-time along the way.

Tigloos Games Game Programmer Intern

Jul 2024 – Aug 2024

Procedural-grid chessboard system and an RTS prototype with Behavior Tree AI, both in UE5.

Veri Bilgi Merkezi Software Engineer Intern

Jul 2023 – Aug 2023

RPA data-extraction tool with auto-login, dynamic scraping, and structured Excel export.

REMOTE-READY

All three of my studio roles were fully remote with international teams. I'm in Istanbul (UTC+3) and available during CET/CEST office hours, so scheduling is painless.

LANGUAGES (HUMAN ONES)

Turkish native · English professional · Japanese beginner — enough to read the menus in a JRPG, working on the rest.

BEFORE THE STUDIOS

Selected for KBU Game Experts at university and appointed lab assistant for programming courses — teaching pointers to sleepy sophomores builds character.

— PRESS START —

Ready When You Are

I'm looking for a remote game development role with an international team. If you need someone who can take a feature from first prototype to post-launch patch, let's talk.

Coins: 0
ACHIEVEMENT UNLOCKED