Game architecture
Designing structure from scratch — MVC, dependency injection, Zenject and StrangeIoC — so a codebase stays scalable, maintainable and testable while a live game keeps shipping on top of it.
Unity and C#, ten years of it — mobile, AR/VR, multiplayer and real-time 3D. I design game architecture from scratch and the release pipelines that get it out the door. Currently Senior Software Developer at Azerion in Istanbul.
Selected work
4 cartridges · hover to preview
What I do
Designing structure from scratch — MVC, dependency injection, Zenject and StrangeIoC — so a codebase stays scalable, maintainable and testable while a live game keeps shipping on top of it.
A customised entity component system driving networked play, a low-level SDK that parses network data byte by byte, marker tracking and 3D-space calibration for AR, and a decade of headset work from Vive to Cardboard.
Jenkins and Fastlane pipelines, Unity Cloud Build, and end-to-end release cycles — scope, schedule, QA regression, store submission and deploy day. Built a dedicated build machine to make it faster.
Native plugins in Java and Swift, plus Firebase, analytics, notifications, ad networks and whatever third-party SDK the product needs to behave itself on both stores.
A prototype proves an idea.
Shipping proves the engineer.