AI Engineering student & Unity developer building the bridge between intelligent systems and interactive worlds.
A closed-source agentic system with autonomous decision-making and proactive interaction capabilities. Features a layered Orchestrator + Brain Core design, multi-layer memory combining SQL, vector databases, and a graph-based social context engine, plus live web search and dynamic social learning pipelines.
View on GitHub →Top-down roguelite with 27 unique weapons, 12 passive abilities, and 9 distinct biomes. Built on a scalable modular weapon system with optimised procedural enemy spawning and balanced progression curves.
Play on itch.io →A hybrid D&D DM tool that fuses game mathematics with generative AI. Computes balanced item stats via rarity curves, then calls the Gemini API to generate unique lore, names, and flavour text.
Try Live →Agentic architecture making autonomous, goal-driven decisions inside a simulated space environment. Tested in a Mars scenario — earned 3rd place at the TUA: Astro Hackathon Adana.
View on GitHub →Web app that ingests long-form video content and instantly produces summaries and key takeaways. A RAG-powered Q&A layer lets users "chat" directly with any video's contents.
Brackeys Game Jam entry. Procedural map generation, enemy FOV systems, and reactive AI behaviours — designed and shipped in under one week. Ranked 65th among 2,000+ entries.
Play on itch.io →Desktop app that embeds imperceptible adversarial noise into digital artwork to disrupt style-mimicry by generative AI models — conceptually aligned with Glaze and Nightshade.
Modular Weapon & Passive System asset for Unity. Empowers designers to build deep RPG mechanics without touching code — built around ScriptableObjects for maximum reusability.
Building a Unity-based story-tracking tool to streamline narrative management pipelines for an in-development horror game. Responsible for system architecture, editor tooling, and integration with the existing production workflow.
Second year of a Bachelor's in Artificial Intelligence Engineering at Adana Alparslan Türkeş University. Coursework spans machine learning, deep learning, robotics (ROS), and database systems. In parallel, founded and leads the university's DnD & Board Games Club — growing it from scratch into an active campus community.
Three years of self-directed game development: published multiple titles, competed in global game jams, and shipped reusable Unity assets. Built expertise in modular systems design, procedural generation, and AI gameplay programming through hands-on projects.
Looking for a part-time role where I can apply C#, Python, and LLM integration skills — especially at the intersection of game development and AI.