Specialized in Gameplay Systems, AI Programming & C++ / Unreal Engine 5
I'm currently a full-time Gameplay Programmer Intern at Evergreen IT AB (Iterum) in Stockholm, diagnosing and fixing gameplay/engine issues inside an established production codebase built on an in-house custom C++ engine. I'm completing my Game Programmer education at Futuregames, where I earned top grades (VG) in AI Programming, Data Structures & Algorithms, and Shader Programming, building on a Digital Game Design background from Istanbul Aydın University. I have hands-on experience across Unity, Unreal Engine 5, and C++, spanning AI systems, UI/UX, vehicle physics, and gameplay systems architecture — comfortable both building systems from scratch and diagnosing issues in an existing production pipeline.
Take bug tickets from reproduction to merge in Iterum (4X strategy, Early Access on Steam) and its in-house C++ engine, with 12+ merged pull requests across the game and engine repositories through team code review.
Developed 3D mobile games in Unity and optimized rendering performance across a range of Android/iOS devices.
Prototyped gameplay mechanics for educational games in Unity/C#, collaborating with designers on feature implementation.
Developed a dynamic, grid-based procedural dungeon generation algorithm in C++. Engineered automated room and corridor routing systems. Integrated an Action Stack AI using C++ AIControllers and dynamic NavMesh bounds for real-time enemy pathfinding. Optimized actor-spawning complexity to sustain 60+ FPS during level generation. Graded "VG" (Distinction).
Focused on UI/UX and audio. Built a Dynamic HUD (RPM, Nitro, Speedometer) bridging C++ data with UI. Implemented a real-time engine sound system modulating pitch based on RPM, a persistent Game Instance-based music system across loading screens, and a main menu with 3D cinematic camera movement.
Architected a modular Quest System using C++ Data Tables to decouple logic from content. Developed a Progression Manager for persistent stats and inventory serialization, with Blueprint-accessible functions for designer integration.
Implemented three distinct enemy AI types using Behavior Trees, including a custom BTTask_ChasePlayer for modular state management. Converted a Blueprint-based AI implementation to optimized C++ and added object pooling to eliminate performance drops.
Built a complete UI system (main menu, in-game HUD, settings) and adapted it from a 2D to a 3D scene architecture. Created supporting VFX using Unity's Particle System.
Implemented a Customer System with pathfinding and interaction states. Collaborated with the team on system refactoring for improved performance.
Built survival mechanics and interactive world elements on decoupled C++ interfaces.
Optimized collision simulation from 5 FPS to 60+ FPS using a Spatial Hash Grid, reducing complexity from O(N²) to O(N).
Adapted custom shaders with Blinn-Phong lighting from OpenGL to Unity, demonstrating low-level graphics programming skills.
Additional project: Snake Game (C++). Source and videos for select projects available on GitHub and LinkedIn.
Distinction (VG): AI Programming, Data Structures & Algorithms, Shader Programming.