Contact
Let's talk and build something together.
Reach out about new projects, job opportunities, or just to talk about Unreal Engine, game development and technology. I'm always happy to hear your ideas.
Contact Channels
You can reach me directly through any of the channels below.
- Emailgulmenerdi@gmail.comFor general questions, job offers and project discussions.
- GitHub/danteexeBrowse my projects and source code.
- LinkedIn/in/erdi-gülmenConnect with me through my professional network.
- FabDante DevTake a look at the Unreal Engine plugins I've published.
- YouTube@erdigulmen5305Plugin showcases, setup guides and usage examples.
- Documentationdante-docsDocumentation, setup guides and usage examples for my plugins.
- LocationIstanbul, TürkiyeOpen to remote work.
- AvailabilityOpen to new projectsConsidering freelance and full-time opportunities.
What Can We Build Together?
These are the areas where we can work together and build projects.
Game Development
Gameplay mechanics and game systems with Unreal Engine 5 and C++.
Plugins & Editor Tools
Project-specific editor tools, Unreal Engine plugins and production pipelines.
Localization
Multilingual content, string tables and translation workflows in Unreal Engine projects.
Performance Optimization
Smoother projects through rendering, lighting and foliage optimization.
Frequently Asked Questions
What kind of projects do you work on?
Gameplay systems, editor tools and plugins, real-time architectural visualization and game localization, all with Unreal Engine 5 and C++.
Are you available for freelance work?
Yes. I'm currently doing freelance localization work, and I consider new projects depending on their scope. I'm open to remote work too.
Can you build custom tools or plugins for our project?
Yes. I build editor tools, asset pipelines and project-specific Unreal Engine plugins that speed up a team's workflow. For example, I built pipelines that bring Twinmotion and SketchUp models into Unreal Engine 5, and a DLC / update system running on AWS.
What do you do in localization?
I set up Unreal Engine's localization pipeline and manage string tables, localization assets and translation workflows. For UnderBadger I integrated all in-game content of their projects in 12 languages.
Can you work with our version control setup?
Yes. I've worked with Git, Perforce and PlasticSCM, so I can fit into your team's existing workflow.
Is there documentation for your Fab plugins?
Yes. Documentation, setup guides and usage examples for my plugins are on GitBook, and showcase and tutorial videos are on my YouTube channel.
Do your plugins work in Blueprint-only projects?
Yes. I design my plugins to be fully exposed to Blueprint: setup is done with data assets and the logic can be extended in Blueprint. There are C++ APIs for those who prefer code.
Which Unreal Engine versions do your plugins support?
My current plugins are developed with Unreal Engine 5.7 and 5.8. Each product's Fab page lists the versions it supports.
Do you have a free plugin?
Yes, Async Screenshot is free on Fab. It adds an async Blueprint node that captures screenshots at runtime, packaged builds included.
What should I do if I run into a problem with one of your plugins?
Start with the GitBook documentation. If that doesn't solve it, email me with your Unreal Engine version, the steps to reproduce the issue and the Output Log if you have it; that helps me fix it faster.
Which contact channel should I use?
Email for job offers and project discussions, LinkedIn for quick questions.