About me

I’m a 22-year-old full-stack and game developer from Türkiye, currently gaining international experience through an internship in Poland. With a background in both frontend and backend development, I enjoy building everything from dynamic web apps to interactive games. I'm a detail-focused team player with a perfectionist streak, known for taking initiative and leading when needed. Passionate about clean code, strong collaboration, and constantly pushing the limits of what I can build.

What i'm doing

  • design icon

    Game design

    Designing immersive mechanics, systems, and levels with a focus on player experience, narrative flow, and gameplay balance — from concept to implementation.

  • Web development icon

    Web development

    Creating responsive and dynamic web applications using modern stacks like React and Node.js, with a focus on clean code and user-centered design.

  • mobile app icon

    Mobile apps

    Developing cross-platform mobile apps using Flutter and Firebase, focusing on smooth UX, real-time features, and scalable architecture.

  • camera icon

    Game development

    Building gameplay systems, tools, and interactive mechanics using Unity and Unreal Engine. Experienced in both solo prototyping and team-based production.

Testimonials

  • Jessica miller

    Çağrı

    Hiring Alperen was a great decision for our automation projects in the EV charging sector. From day one, he showed not only solid technical knowledge but also a rare sense of responsibility and adaptability. He quickly grasped our systems and contributed valuable improvements to both frontend dashboards and backend logic. His ability to learn fast, communicate clearly, and solve problems with precision made him a key part of our development team. I have full confidence in his potential and would gladly work with him again.

Studios We've Worked With

  • client logo

    CD Projekt Red

  • client logo

    11 Bit Studios

  • client logo

    People Can Fly

Resume

Education

  1. Atatürk Science Highschool

    2017 — 2021

    Built a solid foundation in analytical thinking and problem-solving. Although the curriculum was science-focused, I spent much of my free time learning the basics of programming and experimenting with simple game mechanics.

  2. Yalova University

    2021 - 2023

    Focused on core software development skills, including algorithms, object-oriented programming, and database systems. While the main path was general-purpose programming, I consistently directed my projects and learning efforts toward game development whenever possible.

  3. Future Games

    2023 — Present

    A game-focused education covering Unity, Unreal Engine, gameplay systems, and collaborative production pipelines. This program allowed me to fully dive into professional game development, refining my technical and creative abilities within team-based projects.

Experience

  1. Game Programmer/Designer

    2023 — Present

    Designed and implemented gameplay systems, interaction logic, and player mechanics in several Unity and Unreal Engine projects. Developed UI flows, skill systems, and custom tools for both solo and team-based games. Focused on systemic design and narrative-driven experiences within survival and exploration-focused genres.

  2. Tool Development

    2023 — Present

    Creating custom Unity editor tools and gameplay utilities to improve workflow, iteration speed, and design flexibility.

  3. Web Designer/Programmer

    2021 — Present

    Built responsive websites and full-stack applications using technologies like HTML, CSS, JavaScript, React, and Node.js. Throughout my web development experience, I continuously integrated visual and interactive elements inspired by game UI/UX to make projects more engaging.

My skills

  • Game Design
    80%
  • Mobile Programmer/Design
    70%
  • Game Programmer
    90%
  • Web Proggramer
    50%

Portfolio

  • Game

    Dark Descent

    Game Development / Design

    A horror-themed adventure game built in Unity. I was responsible for core gameplay programming, including the skill system, player interaction, and moment-to-moment feel. Collaborated with a multidisciplinary team to bring narrative and mechanics together.

  • Aponun Koyu

    Aponun Koyu

    Game Development / Solo Project

    A narrative-driven exploration game fully developed by me using Unity. I handled everything from concept to implementation — gameplay mechanics, character movement, environment art, and scripting. A full solo production showcasing my end-to-end development capability.

  • tower defense

    Tower Defence Game

    Game Programmer / GameJam

    As the Game Developer in this GameJam project, I designed and implemented all tower types, their attack and defense mechanics, and the enemy wave system using Unity. I was responsible for the core gameplay loop and collaborated with the team to deliver a fully playable tower defense experience within a short time frame.

  • Last Branch

    Last Branch

    Game Development / GameJam

    In The Last Branch GameJam project, I worked as the Game Developer responsible for the movement mechanics, flying and parkour systems. I developed smooth player controls and implemented unique abilities, ensuring a dynamic and engaging gameplay experience.

  • combatsystem

    combatsystem

    Gameplay/Systems

    A fast-paced, souls-like combat sandbox built on ALS. Features directional combos, lock-on targeting, and a modular spell/ability framework — highlighted by a God of War–style recallable axe with cinematic VFX, camera shakes, and responsive hit reactions.

  • engine

    Realistic Vehicle & Powertrain Simulation

    Gameplay/Systems

    A high-fidelity vehicle physics sandbox featuring modular engine, clutch, gearbox, and differential systems. Built for realism with dynamic suspension, tire friction, and telemetry tools — delivering an AAA-style driving and simulation experience.

  • combatsystem

    BadPigges

    Gameplay/Systems

    A sandbox prototype showcasing modular physics-driven interactions. Built in Unity, it demonstrates my skills in object snapping, dynamic behavior, and gameplay foundation. Designed as a flexible testbed to iterate game mechanics, not yet a full title.

  • combatsystem

    Snake Game

    UE5 C++ Prototype

    A minimalistic yet polished prototype of the classic Snake, rebuilt in Unreal Engine 5 using pure C++. Demonstrates fundamental gameplay systems: actor spawning, dynamic segment growth, input handling, collision logic, score tracking and a clean, extensible architecture built for further expansion.

Contact

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