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About Me

I am a multidisciplinary game developer with deep specialisation in systems programming and gameplay engineering.
My academic background spans Electronic & Communication Systems as well as Civil Aviation & Management.
I combine low-level technical understanding with high-level gameplay design to build systems that are both robust and reactive.


Core Expertise

  • Modular Weapon Systems & Ballistics Modeling
    Scalable and extensible weapon logic, including fire mechanics, projectile handling, recoil simulation, and attachments.

  • Character Architecture & State Machines
    Movement frameworks, IK systems, animation state blending, and ability component integration.

  • Mission Scripting & Gameplay Flow Control
    Dynamic quest logic, conditional triggers, runtime narrative control, and objective state tracking.

  • UI/UX Systems with Runtime Tooling
    Runtime overlays, HUD frameworks, developer tools, and debug interfaces using ImGui, Slate, and custom widget logic.

  • Networked Multiplayer Architecture
    Replication logic, server-authoritative systems, latency handling, session lifecycle, and network prediction.

  • Physics-Driven Vehicle Systems (Land/Air)
    Vehicle simulation including suspension, drift, air control, and arcade/realistic physics toggles.

  • Audio Systems Engineering
    Developed custom audio managers, event-based SFX dispatchers, and music state controllers using C++. Designed responsive audio frameworks that react to gameplay, animation states, and world triggers.

  • Full-Cycle Game Development
    From low-level code to high-level content pipelines. Languages used: C, C++, C#, Python, Verse.

  • Engine Specialization: Unreal Engine (UE4 / UE5)
    Familiar with C++ API, Gameplay Ability System (GAS), Blueprints, animation graphs, and multiplayer architecture.

  • In-Game Tools & Diagnostics
    Systems for real-time entity scanning, world-space analyzers, targeting systems, developer HUDs, and internal debugging frameworks.


Secondary Capabilities

  • Cinematic sequencing
  • Scene, environment and level design
  • Narrative development & scenario structuring
  • Character animation and cutscene logic

Audio Systems

  • Music composition and implementation (adaptive audio pipelines, SFX integration)
  • Production using FL Studio, Cubase, and internal audio systems
  • Instruments: piano, synthesisers, percussion

Military Background

  • 2 years active duty military service
    • Specialising in communication systems, tactical planning, and firearms training
    • High-stress adaptability and survival under combat-level conditions

Sports

  • 5th Dan in Taekwondo (5단 – O-Dan)
    • 15+ years of training and competition experience.
    • Gold Medal in Kyorugi (Taekwondo Sparring) at a major local tournament with participation from professional dojangs
    • In-depth knowledge of Taekwondo techniques, leadership, and teaching

Languages

  • Native: Turkish
  • Fluent: English

I design and build systems that don't just work — they endure.

— Syther

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