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.
Hi, I'm Murat
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.
Selected work
The projects worth starting with — each has a full case study.
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.
GIF
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.
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.
Experience
Gameplay, live-event modules and UI on Wasteland Survival; rendering optimization, crash resolution, IAP/FTUE and an AI-assisted workflow.
Architected an in-game level editor for a competitive block-breaker; built internal React/Node data tools and an AI-assisted 3D asset pipeline.
Unity prototypes with physics-based and math-driven mechanics; 3D models in Blender. Earlier: full-stack web intern.
Toolbox
Catalog
Studio titles and independent games in one place — newest first.
No projects match that filter.
Tower-defense / strategy title in a two-engineer team — gameplay, live-event modules and UI.
A boxing arcade game made in 60 minutes for the 60 Minutes jam — enemies get bigger and stronger with every hit.
Minimalist real-time strategy for Brackeys Jam 2024.2 — capture buildings, produce units, defend the kingdom.
A small bullet-hell for Pirate Software Jam 15 — fair but frantic dodging.
A tower-capture strategy game built in 12 hours for Kenney Jam 2024.
A card-matching game built on Anatolian rug motifs — ranked 37th of 202 in Godot Wild Jam #70.
A celestial clicker game — ranked 39th of 161 in Mini Jame Gam #31.
Collect and deliver cargo against the clock — built in Godot for Godot Jam 2024.
A visual-novel Unity game for language learning, with a fresh teaching approach.
Architected an in-game level editor for a competitive, score-based title.
Manipulate a workers' union election in a dystopian country — built for HUJAM'23.
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
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.
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
What I'd change
Unit movement feedback is the weak point — I'd add path previews and clearer selection states before anything else.
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
What I'd change
With another week I'd add enemy variety — the pattern system supports it, the jam clock didn't.
Systems
Performance, tooling and gameplay systems from studio work — with the numbers.
Raised frame-rate from 25–30 to 50+ FPS using the SRP Batcher and dynamic/static/UI batching — eliminating thermal throttling and overheating.
Diagnosed and resolved GPU-related ANR crashes affecting 1% of players, raising crash-free users above 99%.
Built a Claude Code + MCP workflow, running parallel sessions across two projects to port, refactor and cross-validate gameplay systems.
Architected a level editor for a competitive, score-based block-breaking title, collaborating with designers and artists on combat.
Implemented UI systems and gameplay logic in an in-house MVVM framework, translating Figma designs into in-game interfaces.
Integrated in-app purchase systems and first-time-user-experience flows, supporting monetization and player onboarding.
Connect
Open to studio roles, contract work and game-jam teams. The fastest way to reach me is email.