Work Experience

Where I've worked, the roles I've held and what I contributed.

The positions I've held on my game development journey, in detail: my responsibilities, the projects I worked on, the technologies I used and my key contributions.

Positions

  1. 2025 – Present

    Freelance Game Developer (Localization)

    UnderBadger

    Jan 2025 – Present

    Freelance

    I run the localization process for UnderBadger's Unreal Engine projects.

    Responsibilities

    • Fully localized Unreal Engine projects, integrating all in-game content in 12 languages.
    • Managed localization assets, string tables and translation workflows to keep in-game text organized, consistent and scalable.
    • Supported project performance through optimization tasks and workflow improvements during localization passes.
    • Unreal Engine
    • Localization
    • String Tables
  2. 2024 – Present

    Unreal Engine Tools & Plugin Developer

    Independent · Fab

    2024 – Present

    Independent

    I publish the Unreal Engine plugins I build on Fab.

    Responsibilities

    • Developed and published reusable Unreal Engine plugins for gameplay experiences, attachments, input, HUD indicators and runtime screenshots.
    • Built modular, extensible C++ / Blueprint systems focused on clean architecture, maintainability and usability for developers and designers.
    • Wrote documentation, setup guides and usage examples on GitBook and YouTube.

    Projects: Modular Experience System, Modular Attachment System, Modular Input System, Indicator System, Async Screenshot

    • Unreal Engine 5
    • C++
    • Blueprints
    • Enhanced Input
    • Gameplay Tags
    • Game Features
  3. 2025 – 2026

    C++ Developer

    Archinord Software

    Jun 2025 – Jun 2026

    Built real-time architectural visualization and presentation projects in Unreal Engine 5.

    Responsibilities

    • Developed a custom launcher with argument-based startup flows to open projects securely from outside the engine and drive the update mechanism.
    • Created systems that fetch and display live residence data from CRM / cloud sources, including prices, availability, media and metadata.
    • Built asset pipelines to prepare, optimize and import Twinmotion and SketchUp models into Unreal Engine 5, reducing manual setup.
    • Developed custom editor tools and integrated World Partition, PCG, Mass / City Sample and CommonUI into project-specific features.

    Key contributions

    • Built a custom DLC / patch / update system on AWS cloud services, allowing client projects to be updated without full rebuilds.
    • Optimized foliage, lighting and rendering setups, improving average FPS by approximately 30% while increasing visual quality.
    • Unreal Engine 5
    • C++
    • AWS
    • World Partition
    • PCG
    • Mass / City Sample
    • CommonUI
    • Twinmotion
    • SketchUp
  4. 2023 – 2024

    Game Developer Intern

    Tigloos Games

    Aug 2023 – May 2024

    Internship

    Responsibilities

    • Developed core shooter gameplay mechanics, including weapon system foundations, inventory structure, health, damage and knockback.
    • Built extensible Blueprint / C++ gameplay systems designed for reusability, maintainability and future development.
    • Organized project assets for chunk-based downloading and scalable content delivery.
    • Unreal Engine
    • C++
    • Blueprints

Technologies I Use at Work

  • C++
  • Unreal Engine
  • Unreal Engine 5
  • Blueprints
  • Localization
  • String Tables
  • Enhanced Input
  • Gameplay Tags
  • Game Features
  • AWS
  • World Partition
  • PCG
  • Mass / City Sample
  • CommonUI
  • Twinmotion
  • SketchUp

Education

  • Mechanical Drawing and Construction

    Eskişehir Technical University

    2022 – 2024

My full résumé, with education, certifications, languages and all of my technical skills, is on the CV page.