Match Hotel
Founding developer, one of the first two on the studio's first hybrid-casual title.
Computer engineer. In software since 2017, in mobile games since 2020. I build hybrid-casual and hyper-casual mobile games in Unity. I take a concept from the first idea to a build that is ready to test, decide the gameplay architecture, and run the CPI and CTR tests that show whether it is worth taking further.
Founding developer, one of the first two on the studio's first hybrid-casual title.
Mini-game mechanics, CPI and CTR testing on the concept.
Gameplay systems, live updates and A/B tests after launch.
Mini-game mechanics and gameplay architecture.
Every title above still has a live store page. Part of the catalogue was taken down after the studio closed, so some of the games I worked on no longer do. Boas.io Snake vs City is one of them.
I take hybrid-casual concepts for Voodoo from the first idea to a Unity build we can actually test, and I decide the gameplay architecture for each one.
25+ published mobile games in a self-published portfolio that passed 300 million downloads. One of the first two developers on Match Hotel, the first hybrid-casual title the studio made after it moved away from hyper-casual.
I wrote a lot of the mini-game mechanics, for games that shipped and for prototypes that never did. I was part of the idea stage as well, and ran the CPI and CTR tests that decided which concepts went further. On live games I followed retention and ROAS.
Gameplay systems, architecture, the daily build flow, live updates and A/B tests on games already out. Monetisation too: in-app purchases, rewarded ads and interstitials, and in-game economy design. Set up and maintained Firebase, GameAnalytics, Adjust, Unity Services and the ad SDKs, and kept the Jenkins pipeline running. On many projects I also oversaw the Git setup the whole development and art team worked in.
I handled the technical side, the documentation and the planning. We worked on compression algorithms for medical devices under the TÜBİTAK 1512 and 1507 programmes, and built VR and mobile products in Unity.
Wrote the whole Unity side of a driving simulator that puts licence candidates through training scenarios and scores them, covering every licence class. Also worked on front-end software for electronic signage, smart bus stops and transit systems.
Unity for mobile and WebGL, C# since 2017, gameplay systems, rapid prototyping, DOTS. OOP, SOLID, design patterns, event-driven and state-driven architecture, MVC, MVVM, unit testing.
CPI and CTR tests on concepts before they get built, A/B tests on live games, retention and ROAS. Deciding from the numbers which prototype goes further.
IAP, rewarded ads and interstitials, in-game economy design, Unity LevelPlay (ironSource) mediation, Azure PlayFab, Firebase, GameAnalytics, Adjust, Unity Services.
Git with a PR workflow, branching, submodules and merge resolution. Jenkins, CI/CD automation, daily build pipelines for whole dev and art teams.
Erasmus at Bialystok University of Technology, Computer Science, 2016.
Game icons and titles belong to their respective publishers and are shown here to identify the projects I worked on. The game count is my own, covering the titles I contributed to at Alictus / SciPlay Games Turkey. Part of the catalogue was delisted after the studio closed, so not every title I worked on has a live store page.