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Hello

I'm Kutlu. I've been developing games professionally since November 2021. I studied Electrical and Electronics Engineering, and this education significantly improved my math, algorithmic thinking, and problem-solving skills. The games I develop are the most concrete indicators of these competencies.

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Bounce Blast (July 2025 - Present)

Bounce Blast is a physics-based puzzle game developed for mobile platforms. The game is designed to run stably and without errors despite its intense object interaction.

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My Contributions

  • I have implemented in-app purchase integration.

  • I implemented Rewarded Ads and Interstitial Ads systems.

  • I integrated advertising and revenue systems into the project by integrating the Publisher SDK.

  • I implemented extensive performance optimizations in scenes with a high number of active objects.

  • I've developed solutions that can maintain around 25 FPS on low-end devices, even in scenarios with 300+ cannons simultaneously.

  • I focused on ensuring the puzzle mechanics worked deterministically and without errors.

 

 

General assessment

 

Bounce Blast is a project where I considered the hardware limitations of mobile devices while simultaneously addressing performance, stability, and monetization systems; a project that allowed me to gain significant experience in optimization and technical accuracy.

Elemental Slime (January 2025 - Present)

This is the first game I developed on Steam by myself. It's a puzzle-platformer. You solve puzzles using the power of the elements.

 

My Contributions
All the work except the 3D models and 2D sprites in the game was done by me.

 

What were their contributions to me?

Of course, during this process , I learned new things about various Unity tools , algorithms, and coding .

 

However, completing a project from beginning to end on your own allows you to have at least some knowledge in almost every field . Thanks to this, I think I will be able to communicate much more easily with my teammates who work in different fields in the future .

 

In addition, this process has significantly improved my ability to work under pressure.


Working as a solo developer was an extremely valuable experience for me. When you work in a team, you always have someone to bounce ideas off of when you encounter problems, but when you're on your own, you need to be much more creative and composed.

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D.E.L.I.V.E.R.E.R.S. (May 2025 - Present)

DELIVERERS is an action-oriented co-op game project currently under development. While the project is not yet nearing completion, it represents a significant technical learning step for me in multiplayer game development.

 

My Contributions

  • I designed systems based on client-server architecture.

  • I designed the game mechanics to be suitable for a server-authoritative structure.

  • I applied client-side prediction and basic network synchronization principles.

  • I worked on solutions to reduce latency-related problems.

 

 

DELIVERERS is a project where I gained practical experience in the critical importance of correct architectural decisions in co-op games, and it forms a strong technical foundation for my future multiplayer projects.

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Street Life (March 2023 – October 2024)

Although the first version took only four weeks to develop, it turned into a game that we continued to work on for over a year. It’s a casual, story-driven idle clicker, released globally. The experience I gained from working on a game at this scale is simply beyond words.

What did I do?
For the first four months, we shared all tasks equally between two developers. I mainly focused on coding the story progression of the game. Additionally, I was largely responsible for the development of the “home building” feature, which was the game’s second major system. Over the following ten months, we continuously introduced new features—ranging from major systemic changes to minor integrations. I can confidently say that I took on the majority of these improvements.

What did I gain?
Of course, I acquired new knowledge about C# and Unity, but the most significant gain was the transformation in my coding style. Instead of relying solely on Unity’s exception messages when errors occurred, I started using a custom logging system that allowed me to pinpoint the source and cause of issues much more easily. To achieve this, I became accustomed to proactively handling potential error points throughout the codebase. While this approach caused a 5–10% slowdown in the short term, in the long run it drastically reduced the time spent on debugging, which greatly improved my overall productivity. Additionally, by preventing game crashes and abrupt shutdowns, this technique also increased the technical reliability of the product, ultimately enhancing its commercial value.

Contact

I'm always looking for new and exciting opportunities. Let's connect.

+90 505 977 3858

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