Wasteland Survival
A long-term tower-defense / strategy mobile title built in a two-engineer team. I shipped gameplay, live-event modules and UI in an in-house MVVM framework — and optimized low-end rendering from 25–30 to 50+ FPS.
Hi, I'm Murat
Nearly three years building Unity mobile games across studios, shipping on iOS and Android. I write gameplay, UI and systems code, profile and optimize on real low-end hardware, and bring AI tooling — Claude Code + MCP — into the workflow wherever it earns its place.
Selected work
Six projects worth starting with — media on one side, the story on the other.
A long-term tower-defense / strategy mobile title built in a two-engineer team. I shipped gameplay, live-event modules and UI in an in-house MVVM framework — and optimized low-end rendering from 25–30 to 50+ FPS.
GIF
A minimalist real-time strategy game for Brackeys Game Jam 2024.2 — capture hexes, produce units and defend the kingdom, Age of Empires meets capture-the-tower.
Play on itch.io →A visual-novel Unity game for language learning, co-founded with a five-person student team. It takes a different teaching approach than existing apps, pairing narrative with the core learning loop.
A compact bullet-hell where you defend the heart of a forest against waves of corrupted spirits — built for Pirate Software Game Jam 15. The design goal was readability under chaos.
Play on itch.io →
A card-matching game built on traditional Anatolian rug motifs for Godot Wild Jam #70 — ranked 37th of 202 entries. All art and music made with my family's guidance.
Play on itch.io →
A celestial clicker where you destroy planets click by click — ranked 39th of 161 in Mini Jame Gam #31. An exercise in escalating, juicy feedback loops.
Play on itch.io →Catalog
Studio titles and independent games in one place — newest first.
Tower-defense / strategy title in a two-engineer team — gameplay, live-event modules and UI.
View on Google Play →
A boxing arcade game made in 60 minutes for the 60 Minutes jam — enemies get bigger and stronger with every hit.
Minimalist real-time strategy for Brackeys Jam 2024.2 — capture hexes, produce units, defend the kingdom.
A small bullet-hell for Pirate Software Jam 15 — fair but frantic dodging.
A tower-capture strategy game built in 12 hours for Kenney Jam 2024.
A card-matching game built on Anatolian rug motifs — ranked 37th of 202 in Godot Wild Jam #70.
A celestial clicker game — ranked 39th of 161 in Mini Jame Gam #31.
Collect and deliver cargo against the clock — built in Godot for Godot Jam 2024.
A visual-novel Unity game for language learning, with a fresh teaching approach.
Architected an in-game level editor for a competitive, score-based title.
Manipulate a workers' union election in a dystopian country — built for HUJAM'23.
Systems
Performance, tooling and gameplay systems from studio work — with the numbers.
Raised frame-rate from 25–30 to 50+ FPS using the SRP Batcher and dynamic/static/UI batching — eliminating thermal throttling and overheating.
Diagnosed and resolved GPU-related ANR crashes affecting 1% of players, raising crash-free users above 99%.
Built a Claude Code + MCP workflow, running parallel sessions across two projects to port, refactor and cross-validate gameplay systems.
Architected a level editor for a competitive, score-based block-breaking title, collaborating with designers and artists on combat.
Implemented UI systems and gameplay logic in an in-house MVVM framework, translating Figma designs into in-game interfaces.
Integrated in-app purchase systems and first-time-user-experience flows, supporting monetization and player onboarding.
Professional works
Studios I've worked at and what I shipped there.
A long-term tower-defense / strategy mobile title built in a two-engineer team — gameplay, live-event modules and UI in an in-house MVVM framework, plus low-end rendering optimization from 25–30 to 50+ FPS.
Gameplay, live-event modules and UI on long-term titles incl. Wasteland Survival; rendering optimization, crash resolution, IAP/FTUE and an AI-assisted workflow.
Architected an in-game level editor for a competitive block-breaker; built internal React/Node data tools and an AI-assisted 3D asset pipeline.
Built Unity prototypes with physics-based and math-driven mechanics; created 3D models in Blender. Earlier: full-stack web intern.
Independent works
Solo and small-team games — design, code and tuning, shipped on itch.io and in jams.
A visual-novel Unity game for language learning, with a fresh teaching approach versus existing apps.
A boxing arcade game made in 60 minutes — enemies get bigger and stronger with every hit.
Minimalist real-time strategy — capture hexes, produce units, defend the kingdom.
A small bullet-hell for Pirate Software Jam 15 — fair but frantic dodging.
A tower-capture strategy game built in 12 hours for Kenney Jam 2024.
A card-matching game built on Anatolian rug motifs — ranked 37th of 202.
A celestial clicker game — ranked 39th of 161.
Collect and deliver cargo against the clock — built in Godot for Godot Jam 2024.
Manipulate a workers' union election in a dystopian country — built for HUJAM'23.
Connect
Open to studio roles, contract work and game-jam teams. The fastest way to reach me is email.