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.
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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.
- Cinematic sequencing
- Scene, environment and level design
- Narrative development & scenario structuring
- Character animation and cutscene logic
- Music composition and implementation (adaptive audio pipelines, SFX integration)
- Production using FL Studio, Cubase, and internal audio systems
- Instruments: piano, synthesisers, percussion
- 2 years active duty military service
- Specialising in communication systems, tactical planning, and firearms training
- High-stress adaptability and survival under combat-level conditions
- 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
- Native: Turkish
- Fluent: English
I design and build systems that don't just work — they endure.
— Syther