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
- 2025 – Present
Freelance Game Developer (Localization)
UnderBadger
Jan 2025 – Present
FreelanceI 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
- 2024 – Present
Unreal Engine Tools & Plugin Developer
Independent · Fab
2024 – Present
IndependentI 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
- 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
- 2023 – 2024
Game Developer Intern
Tigloos Games
Aug 2023 – May 2024
InternshipResponsibilities
- 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.