Gameplay prototype development
I turn your idea into a playable, measurable vertical slice in two to six weeks — ready for an investor pitch or an internal green-light review.
For six years I have been building gameplay architecture, netcode and render pipelines in Unity and Unreal Engine 5. The profiler is my best friend.
A game feeling good is never an accident; it is the sum of measurable decisions. I am the person who makes and measures those decisions.
The four-frame tolerance on a jump, the 80 ms hit-stop on a strike, the 0.12 damping on a camera — this is where the thing that makes a game a game hides. This is exactly where I work.
From indie studios to mobile F2P teams, I have built character controllers, combat systems, enemy AI and network synchronisation layers at very different scales.
My approach is simple: define what the player should feel, then fit that feeling into 16.6 milliseconds. The profiler stays open.
Released titles, open-source tools and technical demos.
From prototype to launch, from an audit to joining your team. Every package ends with a measurable deliverable.
I turn your idea into a playable, measurable vertical slice in two to six weeks — ready for an investor pitch or an internal green-light review.
If your game stutters on target hardware, I find out why by measuring. No guesswork: profiler evidence, a prioritised findings list and the fixes applied.
Taking a single-player game multiplayer is not a matter of bolting on a network layer. I build prediction, reconciliation and lag compensation correctly from the start.
Feedback from studios, publishers and indie teams.
When you describe a problem to Ömer, he measures before he talks. In the quarter he led the ECS migration our frame time dropped 34% without a single regression. His impact on the growth of the junior programmers on the team is worth noting separately.
Our builds took 22 minutes and nobody wanted to touch it. Ömer got it down to six within a week. As a producer, the effect on team morale was worth even more than the hours he saved us.
We are a three-person studio with no netcode experience at all. Ömer did not just write the code, he taught us why he wrote it that way. We can maintain that system ourselves now — the best outcome you can hope for from a consultant.
The technologies I use in production and whose documentation I know by heart.
Technical notes on gameplay feel, performance and engine architecture.
My dash ability fired once on the client and then went silent. The bug was not GAS itself, it was touching an attribute without a GameplayEffect.
Frame time hit 22 ms and everyone blamed the shaders. The Unity Profiler capture said otherwise; here is how measuring took it down to 8.7 ms.
When players say "the jump doesn't feel good", they usually mean two missing features. Both take half an hour to write.
Full-time roles, freelance projects or technical consulting — the inbox is always open.