Specialized in Gameplay Systems, AI Programming & C++ / Unreal Engine 5
I'm a Gameplay Programmer currently working as a Game Programmer Intern at Evergreen 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.
Diagnosed and resolved gameplay/engine bugs within Iterum's in-house custom C++ engine, delivering ~10 merged pull requests while navigating an established production codebase and team pipeline.
Developed 3D mobile games in Unity and optimized rendering performanceS devices.
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 Sducing 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.