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Games

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Mobile

Action

Sniper Attack

What I Did: I came up with the idea and made design related decisions. Throughout live phase, I monitored game metrics and made A/B tests, wrote scenarious for creatives that was used in the marketing. This game is studio's first game in Action genre. 

Studio: Matchingham Games

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Mobile

Hyper

Car Restoration 3D

What I Did: The first test results showed that the in-game metrics were not sufficient enough for publishing. I gave some feedbacks to the studio in order to fix and change some game mechanics. After the changes, the retention rate incresed to a number that was enough to publish. In live phase, I also planned and managed the live operations.
Studio: Rollic Games

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PC

Serious

VitiVR

What I did: I designed levels and mechanics by considering VR specifics. Beside the game design, I also participated in development phase by coding pruning mechanic.
Company: BUG

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Web3

Fundora

What I did: I wrote the whitepaper for the project and simulated the economy with Machinations. I can humbly say that I pushed the limits of the Machinations by using more than 5000 components.
Studio: Matchingham Games

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Mobile

Action

Archer Attack

What I did: I transfered my know-how from the Sniper Attack and managed to achieve success with small changes in the same genre. I also helped level design and some design specs for the project.
Studio: Matchingham Games

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PC

Serious

Play the City

What I did: I was responsible for the mobile and system design for the "Network of Games". Game's main objective is building an ecology of games which can enrich themselves as well as support more complex city development debate.​

Organization: Play The City

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PC

Serious

Evrenler Arasi Macera

What I did: I participated in designing core mechanics, gameplay and deciding UI / UX spesific implemantation for the game. The game is played PC and Smart TVs with players that multi cultural background. We aimed to design a game that have no language and cultural barrier with focusing specific subject of peer bullying among the children. To see more...

Studio: ROOT

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Mobile

Merge

MasherZ

What I did: I designed gameplay mechanics and game economy. Since the game is in Merge genre, the economy was our main focus.

Studio: Creasaur Entertainment

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PC

Serious

Beyaz Penguen

What I did: I participated in the every stage of the development cycle from the finding idea to publish. I experienced a different aspect of game making by creating something for the educational purposes in a sensitive manner. I designed and developed the game by using Adventure Creator and Unity. I experienced flow graph system (like blueprint system in UE).

Organization: Denizli Foster Family NGO

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Mobile

Match 3

Manor Cafe

What I did: I designed more than 150 levels for the game. At the same time, I also did playtests and gave feedbacks for the gameplay mechanics.

Studio: Gamegos

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Mobile

Hyper

Water Shooty

What I did: In the Liveops phase, I added some new mechanics such as; second chance, weapon offer, power-ups. New mechanics improved game's monetization metrics.

Studio: Rollic

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Mobile

Action

Air Attack

What I did: We used the know-how from the Sniper Attack and added new squad system to the game. With squad system, we managed to present 3 different play styles with different weapons to the player. 

Studio: Matchingham Games

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Mobile

Card

Zero 21

What I did: In Liveops phase, I made some monetization specific changes and observed improvements on monetization metrics.

Studio: Rollic

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Mobile

Riddle

Flashback

What I did: In testing phase, I supervised the responsible game designer from the studio about game mechanics, onboarding processes and UI&UX improvements.

Studio: Matchingham Games

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Mobile

Action

Wild West Sniper

What I did: I supervised the responsible designer in the development cycle of the project.

Studio: Matchingham Games

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Mobile

Hyper

Judgment Day

What I Did: In test and Liveops stages, I gave some core game design advices and feature ideas that improved live metrics.
Studio: Matchingham Games

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Mobile

Cooking

Asian Cooking Star

What I did: In Liveops phase, I gave the idea of "Cookbook" like collection feature that is suitable for the game's genre. I also advised some UI&UX related improvements for the game.

Studio: Matchingham Games

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Mobile

Hyper

Mortar Clash

What I did: I designed the game mechanics, core features, UI&UX and hyper-casual specific testing decisions. I also advised the Liveops decisions.

Studio: Matchingham Games

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Mobile

Hyper

Flipper Dunk

What I did: I participated in the Liveops stages. I run some tests and decided on minor changes to improve the metrics.

Studio: Rollic

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Mobile

Riddle

Be The Judge

What I did: I designed core gameplay and some features that supported the game metrics in live.

Studio: Matchingham Games

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Mobile

Merge

Epic Merge

What I did: I tested the game and gave feedbacks about economy and core loops in order to balance the game economy. 

Studio: Matchingham Games

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Mobile

Riddle

Impossible Date

What I did: In the testing phase, I gave some design ideas for the levels.

Studio: Matchingham Games

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Mobile

Match 3D

Food Match

What I did: I supervised the responsible designer in terms of core gameplay and UI&UX decisions from the early stages to the live.

Studio: Matchingham Games

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Mobile

Puzzle

XUP

What I did: I came up with the idea and took full responsibility for the game from the idea to the live operations. It is the first published puzzle game that I worked on.

Studio: Gamegos

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Mobile

Hyper

Nail Woman

What I did: I gave some feedbacks for the core gameplay and obstacles. We used TikTok virality for this game.

Studio: Matchingham Games

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Mobile

Riddle

Braindom 1

What I did: I adviced and guided UI&UX and level(scenarios) decisions in the Liveops phase.

Studio: Matchingham Games

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Mobile

Riddle

Braindom 2

What I did: I created new levels / scenarios for the game. I adviced and guided UI&UX and level(scenarios) decisions in the Liveops phase.

Studio: Matchingham Games

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Mobile

Riddle

Braindom 3

What I did: In the 3rd game of the successfull series of Braindom, I tested some new mechanics that effected mostly the monetization parts. Such as by implementing the key-secret level system we increased ARPU.

Studio: Matchingham Games

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