About me
I have been in the games industry for six years. Behind me are three shipped titles, countless prototypes and just as many systems rewritten from scratch.
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.
In Unreal Engine 5 I work with C++ and the Gameplay Ability System; in Unity with DOTS and the Job System. Nanite, Lumen and modern render pipelines are part of my daily toolkit.
My approach is simple: define what the player should feel, then fit that feeling into 16.6 milliseconds. The profiler stays open.
Download the CV ↓How I work
Measure first, optimise second
Optimisation based on guesswork is wasted time. Every improvement is documented with profiler output from before and after.
Feel is a specification
"The jump doesn't feel good" is a bug report. Coyote time, buffers and curve values are part of the design.
Tools make the team faster
If two days spent on an editor tool saves the team two months, that tool gets written.
Code is read before it runs
I write for the person who opens that file six months later. Usually that person is me.
git log --author="ofk"
Unity Game Developer
Nokta Games · Bursa, Turkey
Actively involved in game development processes with Unity as a developer on Supermarket Simulator.
- Active developer team of Supermarket Simulator
- Game mechanics development with C# and Unity
- OOP architecture and SOLID principles implementation
Mid Multiplayer Game Developer
Happy Hour Games · Turkey
Multiplayer game development using Unity and Photon infrastructure.
- Multiplayer game system and infrastructure development
- OOP architecture implementation with C#
- Photon Pun2 integration
Mid Multiplayer Game Developer
Bosphorus Games · Turkey
2D multiplayer platform game development using Photon Pun2 infrastructure.
- Platform game with 10 bosses and 1 stickman character using Photon Pun2
- Design and implementation of 3 unique abilities per boss
- Multiplayer synchronization and network optimization
Mid Game Developer 3D/2D
Phoenix Bird Game · Turkey
Developed a From Zero to Hero style character progression game using text-based Photon Pun2 infrastructure.
- Used multiplayer infrastructure for 1vs1 combat
- 3D/2D hybrid game development
- Character progression system and text-based RPG mechanics
Mid Game Developer
Festival Game Studio · Turkey
Mobile and PC game development with Unity.
- Game mechanics and system development with Unity
- C# OOP architecture implementation
- Mobile platform optimization
Game Developer
Duuby Games · Turkey
The company where I started my professional game development career with Unity in 2021.
- Professional career start with Unity
- Basic game mechanics and system development
- Applying C# and OOP principles in game development
Education & certificates
Computer Programming, Associate Degree
Uludağ University · Bursa, Turkey
Foundational education in software development, algorithms and data structures. Started Unity game development during this period.
Certificates & Courses
Udemy · Engin Demiroğ · Berk Terek · Ömer Faruk Sarıkaya · Online
Unity 2D Basic C# and Correct Coding (Berk Terek) · Learn Unity 3D Development from Scratch (Ömer Faruk Sarıkaya) · Corporate Architecture Camp & C# Developer Camp (Engin Demiroğ)
Fact sheet
My daily toolkit
What the people I worked with say
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.
I have run dozens of technical reviews on the publisher side. Ömer’s vertical slice was one of the rare ones that brought measurements instead of a presentation. It is easy to trust a developer who shows you the budget numbers.