Hi, I am Yigit. I embarked on my journey as an electrical electronics engineer. As time progressed, I came to the realization that my true passion lay within the realm of gaming. After graduating from university, I decided to elevate my childhood interest in games to a more serious pursuit and delved into the world of game development. I began this exciting path by diving into Unity and learning C#. My enthusiasm for acquiring comprehensive knowledge about the game development universe continues to drive me forward, and I am now working with Unreal Engine and C++.
As a part of this project I drafted and administrated in-game events to make for an interesting experience. I had a state manager to manage the overall flow of the games and interactive systems that allowed players to interact with in-game environment. I've also made sure that players and enemies were respawned correctly, to add in with a good gaming experience. I added menu + UI for better usability, a blood screen effect for more visual feedback and player state interactions with enemies and dealing with death events, effects of dying. Also, enhanced the game's audio experience by integrating FMOD improvements, refining the overall sound design for greater immersion.
To pulse the game's heartbeat with a mix of technical adherence and imagination, I designed novel lava mechanics that turned deadly components into emergent gameplay. I lovingly tuned the players falling into lava, making every interaction harrowing and believable while implementing a rich game state system that kept player input feeling tight and instant. I smoothly implemented an intuitive menu system to improve user experience and I also addressed a variety of implementation bugs for the numerous in game events, making sure that the product is solid. Alongside this, I pushed the visuals and UI, improving player interaction to turn it into a fuller experience.
I was the product owner on this project, which meant that I had to direct where this game went,
take decisions on its development and make sure everyone else in the project were able to do their
work as best as possible. I focused on not losing sight of the big picture and keeping the project
coherent, which was challenging at such a low level but ultimately very rewarding, especially with
14 developers reporting directly to me.
Besides leading the project, I did programming on the game's core gameplay elements
(specifically for: camera, object pickup/drop/carry mechanics, gates, player death/reset & checkpoint
systems, main menu and pause menu). This dual responsibility allowed me to grow not only as a developer
but also as a team leader.
A small project that I worked on for learning tools and performance optimizations.
Classic snake game with options; player vs player / player vs ai / ai vs ai
Unity Network (NGO) studies
AI Behaviour/State Tree learning project