
For the past 7 years I've built games across a wide range, starting with 3D racing titles, then moving into hypercasual and hybrid casual games that were made in just a few days, and later into free-to-play multiplayer live games that reached 5 million monthly users. That experience taught me when to move fast and when to write code that can survive years of updates. I work in Unity for most native projects and use Unity Playworks, Cocos Creator, or Pixi.js when targeting WebGL. I also lead teams of up to 7 developers and mentor junior programmers.
Work Experience
My professional journey

Senior Game Developer
Karizma Game Studio
Jun 2024 – Present · Turkey · full-time
Led teams and live operations for free to play multiplayer games.
- Shipped 4 live service multiplayer games from early builds through years of updates, with a combined 20M+ installs.
- Built pipelines for backend services and live ops content so the team could push updates smoothly.
- Led teams of developers and mentored interns and junior programmers on their daily work.
- Wrote internal tools, reusable packages, and architecture guidelines that other projects adopted.

Game Developer
Inex Game Studio
Jun 2022 – Jun 2023 · Turkey · full-time
Prototyped and shipped games fast while automating the studio workflow.
- Built 1 or 2 playable hypercasual prototypes every week to test new ideas and market potential.
- Automated the build pipeline so testers got new builds in minutes instead of manually waiting around.
- Developed hybrid casual games for external publishers based on their specific design requirements.
- Cut repetitive steps out of the workflow so the studio could prototype and iterate faster.

Game Developer
Unbound Game Studio
Jan 2022 – May 2022 · Turkey · full-time
Built prototypes quickly and kept live games running.
- Built hypercasual prototypes quickly to find the mechanics that players actually enjoyed.
- Maintained older live games by fixing bugs, adding content, and keeping performance stable.
- Worked on the studio framework that every other developer used to start new projects.

Game Developer
Artman Game Studio
Jun 2017 – Nov 2019 · Turkey · full-time
Wrote racing physics and multiplayer, then optimized for low-end phones.
- Wrote vehicle physics and AI systems that controlled how cars drove and how opponents raced.
- Optimized both CPU and GPU to keep the game running at 30 fps on phones with only 1GB of RAM.
- Built real-time online multiplayer that kept competitive races smooth and responsive.
Skills & Expertise
Technologies and tools I work with
Game Engines
Languages
Web Technologies
Networking
Tools
CI/CD
Projects
Explore my game development work
TasoTakht
A popular dice game with live service features and multiplayer functionality.
Mench | Ludo
Browser-based multiplayer board game built with WebGL technology.
Achmaz
Engaging dice game with strategic gameplay and social features.
Nitro
High-performance mobile racing game optimized for low-end devices.
Quiz of King: Reward Edition
Successful spin-off of the Quiz of Kings franchise with enhanced reward system.
Run Boys
Fast-paced hyper-casual runner game with simple, addictive gameplay.
Rolling Ball
Physics-based puzzle game with challenging levels.
BUS STOP
Casual puzzle game with strategic bus management mechanics.
Red Egg: The Rolling Ball Story
Adventure platformer with physics-based gameplay.
Languages
Education
Academic background and qualifications
Licentiate degree in Computer Games and Programming Skills
University of Applied Science and Technology
Get In Touch
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