Games

Atmosphere, rules, and readable simulation.

My game work moves between narrative systems and technical prototypes. I am interested in worlds with a strong point of view and mechanics whose internal logic remains legible to the player.

Night Soup now has a complete Night 1 vertical slice. Swarm Script and Schleimer are playable; Gladiator Arena remains an earlier prototype.

Atmospheric flagship game

Complete vertical slice

Night Soup

A rural-gothic cooking mystery set in a rain-soaked Oregon diner.

Game direction, systems design, and narrative design

  • Built a complete Night 1 flow from arrival and diner preparation through cooking, cleanup, evidence, deduction, and multiple endings.
  • Implemented data-driven dialogue, clue and evidence registries, a physical notebook interface, and softlock-safe deduction rules.
  • Added versioned checkpoint saves, persistent settings, EN/TR localization, and headless verification across the production flow.

Current status: complete Night 1 vertical slice with placeholder production art and audio. The next milestone is the production asset pipeline.

Night Soup scene inside a warm diner on a rainy Oregon night

Godot 4.7.1 · GDScript · Narrative systems · Save architecture · Headless QA

Playable and experimental work

Narrative systems, simulations, and technical games

Mobile progression game

Complete vertical slice

Kurye Patronu

A portrait-first courier life and career progression game built around an offline fictional city, delivery work, needs, purchases, and visible lifestyle growth.

Game direction, systems design, and Godot implementation

  • Built a playable courier progression loop from walking deliveries through physically represented bikes and powered vehicles, licenses, higher-tier platforms, equipment, debt, achievements, and home upgrades.
  • Expanded the offline city into a unified playable delivery space with route alternatives, manual on-foot 3D navigation, POI-based pickup/drop-off chains, multi-package carrying and routing, and timed delivery-performance pressure.
  • Integrated the world clock, needs and home interactions, persistent applications and progression, contextual encounters, onboarding, versioned save migration, Android device export, and automated debug-APK CI.

Godot 4.7 · GDScript · 3D SubViewport · Offline graph routing · Data-driven progression

Swarm Script interface with behavior editor, tactical arena, and deployment controls

Featured technical game

Live

Swarm Script

Program a three-robot squad with a safe rule language, then watch the logic fight through a deterministic arena.

Game systems, simulation, and frontend engineering

  • Built a tokenizer, parser, typed AST, and budgeted interpreter without eval.
  • Separated a deterministic fixed-step simulation into a typed Web Worker protocol.
  • Used a latest-only snapshot mailbox to keep Phaser rendering responsive at higher simulation speeds.

React · TypeScript · Phaser · Web Workers · Playwright

Unity prototype

Prototype

Gladiator Arena

An arena-combat prototype with persistent roster creation and simulated battles.

Gameplay and persistence prototype

  • Structured fighter creation, selection, and upgrade flow.
  • Simulated battles with winner tracking.
  • Stored persistent roster state with JSON saves.

Unity 6 · C# · JSON

Schleimer interview screen with response choices and hiring status

AI dialogue game

Live

Schleimer

A short persuasion game where local rules score the interview and AI writes only the boss dialogue.

Product design, game loop, and frontend engineering

  • Kept scoring, endings, and hidden skill tags deterministic and local.
  • Used BYOK Gemini for optional dialogue with a playable mock fallback.
  • Designed editable response choices around a compact multi-ending loop.

React · TypeScript · Zustand · Gemini API · BYOK AI