KUP INTERACTIVE

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.
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.
What have I done?
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.

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






