Led the conceptualization of “Time Corridor,” a Puzzle Adventure RPG, where I designed a level, developed modular assets, and implemented procedural techniques for textures using Maya, Zbrush, Susbtance Designer, Photoshop, Substance Painter, Speedtree and Unreal 5. Implemented a PBR workflow and completed the project within an agile framework.
In “Sinner’s Spire,” a fast-paced FPS, I conceptualized levels, incorporating whiteboxing designed, modeled, and textured environment assets. Introduced workflow changes for efficient deadline management and collaborated closely with cross-functional teams, utilizing Procreate, Photoshop, Maya, Substance Painter, Github, Trello and Unreal 5.1.
For “Impossible Rescue,” a 3D Top-Down Shooter, I defined the aesthetic during whiteboxing, modeled modular assets, and acted as a liaison between the art department and other teams. Developed the project using Procreate, Photoshop, Maya, Substance Painter, Unreal 4.27, and Github.
Contributed to a dynamic studio environment, showcasing adaptability across diverse projects and collaborating seamlessly with interdisciplinary teams.
Video Game Artist – Freelance
September 2019 – January 2021
In the development of the 3D Board Game, a turn-based, top-down mobile game created with Unity, I executed the modeling and texturing of 2D/3D low-poly assets and environments.
I played a role in mechanics design, animation/VFX, and UI/UX, contributing to the overall gameplay experience and user interface design.
Taking on responsibilities in QA tests, I thoroughly assessed playability, flow, graphics, mechanics, and potential bugs, while also contributing to optimization efforts for enhanced performance.
3D Environment Artist – HU Game Studios
September 2017- June 2018
In “Death Cycle,” a survival FPS made with Unity, I played a pivotal role in 3D modeling, texturing, environment and prop art, and level design. Executed end-to-end processes to bring the game to life, contributing to its gaming experience.
For “HiMe,” a mobile platformer, I led mechanics design, level design and prototyping.
Designer – Cercioglu Sistem Perde
September 2010 – January 2018
Led brand management, production, operations, and quality control. Designed and managed product marketing, social media, and e-marketplace strategies. Oversaw the creation of promotional materials and directed the development of an e-commerce site.
Interior Architect – Baysu Engineering and Freelance
July 2009 – September 2013
Experienced Interior Architect specializing in designing and visualizing diverse spaces, including villas, offices, furniture and exhibitions. Proficient in project implementation, customer communication, and site inspections for optimal design outcomes.