Murat Gezici
Captura: King's Order gameplay
Guardian of the Forest key art
Live @ MildMania

Hi, I'm Murat

Game developer. Paid to build games, can't stop making my own.

From studio titles to 48-hour jams — nearly three years building Unity mobile games, shipping on iOS and Android. I write gameplay, UI and systems code, optimize on real low-end hardware, and bring Claude Code + MCP into the workflow wherever it earns its place.

~3yr
Shipping in Unity
2
Studios
11
Games worked on
8
Game jams

Selected work

Featured games

The projects worth starting with — each has a full case study.

Live
Wasteland Survival
Live MildMania · Gameplay · 2024–Now

Wasteland Survival

A long-term tower-defense / strategy mobile title built in a two-engineer team. I shipped gameplay, live-event modules and UI in an in-house MVVM framework — and optimized low-end rendering from 25 to 50+ FPS.

UnityC#Live OpsMVVM UI
Captura: King's Order gameplay — capturing hexes and producing units GIF
Game Jam Solo · Game Jam · 2024

Captura: King's Order

A minimalist real-time strategy game for Brackeys Game Jam 2024.2 — capture hexes, produce units and defend the kingdom, Age of Empires meets capture-the-tower.

UnityRTSGame Jam
Guardian of the Forest — bullet-hell key art
Game Jam Solo · Programmer · 2024

Guardian of the Forest

A compact bullet-hell where you defend the heart of a forest against waves of corrupted spirits — built for Pirate Software Game Jam 15. The design goal was readability under chaos.

UnityC#Bullet Hell

See all 11 projects →

Experience

Where I've worked

MildMania
Game Developer
Oct 2024 – Present

Gameplay, live-event modules and UI on Wasteland Survival; rendering optimization, crash resolution, IAP/FTUE and an AI-assisted workflow.

Hypernova
Game Developer
Jan 2023 – Sep 2023

Architected an in-game level editor for a competitive block-breaker; built internal React/Node data tools and an AI-assisted 3D asset pipeline.

C/S Enformasyon
Game Dev Intern
Sep 2022 – Jan 2023

Unity prototypes with physics-based and math-driven mechanics; 3D models in Blender. Earlier: full-stack web intern.

Toolbox

What I work with

Engines
UnityGodot
Languages
C#JavaScript · React & Node
Tools & workflow
Claude Code + MCPBlenderFigma → in-game UIProfiling & optimization

Catalog

Everything I've worked on

Studio titles and independent games in one place — newest first.

8jams completed
37/202Anatolian Motifs
39/161Astral Annihilator
Live
Wasteland Survival
MildMania · Gameplay·2024–Now

Wasteland Survival

Tower-defense / strategy title in a two-engineer team — gameplay, live-event modules and UI.

UnityC#Live Ops
60MinsBoxer cover
Prototype
Solo · Game Jam·2025

60MinsBoxer

A boxing arcade game made in 60 minutes for the 60 Minutes jam — enemies get bigger and stronger with every hit.

UnityArcade
Captura: King's Order cover
Game Jam
Solo · Game Jam·2024

Captura: King's Order

Minimalist real-time strategy for Brackeys Jam 2024.2 — capture buildings, produce units, defend the kingdom.

UnityRTS
Guardian of the Forest cover
Game Jam
Solo · Game Jam·2024

Guardian of the Forest

A small bullet-hell for Pirate Software Jam 15 — fair but frantic dodging.

UnityBullet Hell
Capture The Tower cover
Game Jam
Solo · Game Jam·2024

Capture The Tower

A tower-capture strategy game built in 12 hours for Kenney Jam 2024.

UnityStrategy
Anatolian Motifs cover
Game Jam
Solo · Game Jam·2024

Anatolian Motifs

A card-matching game built on Anatolian rug motifs — ranked 37th of 202 in Godot Wild Jam #70.

GodotCard Game
Astral Annihilator cover
Game Jam
Solo · Game Jam·2024

Astral Annihilator

A celestial clicker game — ranked 39th of 161 in Mini Jame Gam #31.

GodotClicker
CarGo! cover
Released
Solo · Game Jam·2024

CarGo!

Collect and deliver cargo against the clock — built in Godot for Godot Jam 2024.

GodotArcade
Released
Lifeng
Co-founder · Team of 5·2024

Lifeng

A visual-novel Unity game for language learning, with a fresh teaching approach.

UnityVisual Novel
Shipped
Competitive Block-Breaker
Hypernova · Tools & Gameplay·2023

Competitive Block-Breaker

Architected an in-game level editor for a competitive, score-based title.

UnityLevel Editor
Workers' Union cover
Game Jam
Solo · Game Jam·2023

Workers' Union

Manipulate a workers' union election in a dystopian country — built for HUJAM'23.

UnityNarrative
← Back to projects
Live MildMania · Gameplay & UI · 2024–Now

Wasteland Survival

Wasteland Survival

Overview

A long-term tower-defense / strategy mobile title, built and operated live in a two-engineer team.

I own gameplay features, live-event modules and UI built in the studio's in-house MVVM framework — from Figma designs to shipped screens. The performance work mattered most: on low-end Android the game ran at 25–30 FPS and throttled; after a rendering pass built on the SRP Batcher and dynamic/static/UI batching it holds 50+ FPS without overheating.

What I built

  • Live-event modules shipped end-to-end into the live game
  • UI screens and gameplay logic in an in-house MVVM framework, from Figma designs
  • Rendering optimization: 25–30 → 50+ FPS on low-end hardware (SRP Batcher + batching)
  • GPU ANR crash diagnosis — crash-free users raised above 99%
  • IAP and FTUE flows supporting monetization and onboarding

What I'd change

I'd profile on min-spec devices from day one — the 25 FPS baseline was found late. Low-end profiling is now part of my definition of done for every feature.

← Back to projects
Game Jam Solo · Brackeys Game Jam 2024.2

Captura: King's Order

Captura: King's Order gameplay — capturing hexes and producing units GIF

Overview

A minimalist real-time strategy game built solo in a week for Brackeys Game Jam 2024.2.

Capture hexes, produce units and defend the kingdom — Age of Empires meets capture-the-tower, cut down to one strong loop. Most of the week went into making capture legible: ownership tints, production timers and a front line you can read at a glance.

What I built

  • Hex capture and ownership system driving the whole game state
  • Unit production and economy loop with per-building timers
  • Scope discipline: one map, one win condition — shipped on time

What I'd change

Unit movement feedback is the weak point — I'd add path previews and clearer selection states before anything else.

← Back to projects
Game Jam Solo · Pirate Software Game Jam 15

Guardian of the Forest

Guardian of the Forest — bullet-hell key art

Overview

A compact bullet-hell built solo for Pirate Software Game Jam 15.

You defend the heart of a forest against waves of corrupted spirits. The design goal was readability under chaos: every projectile telegraphs, every hit feels earned, and wave pacing is hand-tuned rather than randomized.

What I built

  • Telegraphed projectile patterns designed for fair dodging
  • Hand-tuned wave pacing and difficulty ramp
  • Pooled projectile spawning to keep frame times stable under heavy fire

What I'd change

With another week I'd add enemy variety — the pattern system supports it, the jam clock didn't.

Systems

Systems & tools I've built

Performance, tooling and gameplay systems from studio work — with the numbers.

50+ FPS

Low-end rendering optimization

Raised frame-rate from 25–30 to 50+ FPS using the SRP Batcher and dynamic/static/UI batching — eliminating thermal throttling and overheating.

MildMania
99%+

GPU ANR / crash resolution

Diagnosed and resolved GPU-related ANR crashes affecting 1% of players, raising crash-free users above 99%.

MildMania
~2× faster

AI-assisted Unity workflow

Built a Claude Code + MCP workflow, running parallel sessions across two projects to port, refactor and cross-validate gameplay systems.

MildMania
Editor

In-game level editor

Architected a level editor for a competitive, score-based block-breaking title, collaborating with designers and artists on combat.

Hypernova
MVVM

In-house UI framework

Implemented UI systems and gameplay logic in an in-house MVVM framework, translating Figma designs into in-game interfaces.

MildMania
IAP · FTUE

Monetization & onboarding

Integrated in-app purchase systems and first-time-user-experience flows, supporting monetization and player onboarding.

MildMania

Connect

Let's build something playable

Open to studio roles, contract work and game-jam teams. The fastest way to reach me is email.