GAME Projects
Building games that explore AI, simulation, and more responsive storytelling
15+ years creating award-winning titles | Cambridge, UK
Mindful Cloud Games · 2025-Present
Mindful Cloud Games is my independent studio, where I'm building small, experimental game projects as a solo developer. My focus is on AI-assisted simulation, emergent storytelling, and systems that let players shape meaning through play. I'm especially interested in building games where language models are part of the core experience from the start, shaping how characters think, respond, and participate in the world, rather than being added on afterwards.
PhilosopherKing · 2025
At PhilosopherKing, I explored how large language models could be used in game development to create more dynamic characters, more reactive worlds, and stories shaped through interaction.
ustwo Games · 2021-2025
Monument Valley 3
As Lead Programmer on Monument Valley 3, I helped bring the series' puzzle design into a new game shaped around nature, community, and resilience. The game released on mobile in December 2024 and was nominated for Mobile Game of the Year at the 28th Annual D.I.C.E. Awards.
Desta: The Memories Between
On Desta: The Memories Between, I led the programming team and helped shape a turn-based game built around story, movement, and memory. The project won Best Mobile Game at the Develop:Star Awards 2023 and the UKIE Video Game Awards 2024.
JAGEX · 2018-2021
At Jagex, I worked on an unreleased ARPG in Unreal, focusing on character abilities, movement, and combat. Although the project was cancelled, it gave me the chance to spend several years working closely on action gameplay systems.
Digit Game Studios · 2016-2018
Star Trek
Fleet Command
As one of the lead programmers on Star Trek Fleet Command, I worked on core ship and base systems, and also led an early augmented reality prototype. The project later received Webby Awards for Strategy/Simulation Game and Technical Achievement.
Pera Games · 2014-2016
OVERFALL
At Pera Games, I co-founded the studio and was the sole programmer on Overfall, a strategy RPG built around diplomacy, procedural runs, and permadeath. To support a nine-person team as the only programmer, I built data-driven tools and systems that let designers, writers, and artists create abilities, characters, levels, and story content independently.
Available on Steam.
Gripati · 2014
EGG FIGHT
Egg Fight was a fast-paced mobile fighting game where players controlled mutant eggs in short, single-touch battles. I worked on the programming and contributed to the design, helping shape the combat feel, progression, and overall tone of the game.
Play on Google Play.
Tart Games · 2013-2014
KIXEL SOCCER
At Tart Games, I co-founded the studio and served as technical lead on Kixel Soccer, a multiplayer football game built for the Unity Web Player on Facebook. My work focused on networking and core gameplay systems.
Gravi · 2010-2011
Gravi SurfACT
Gravi SurfACT was an interactive floor installation that used projection and body tracking to turn movement into play.
I worked on the game side of the experience in a four-person team, while the rest of the team focused on hardware and image processing.
Independent Project · 2007
BannerRunner
BannerRunner is an automated course registration tool I built in 2007 to deal with overloaded university registration servers during enrolment. During peak registration periods, students were spending hours manually trying to get in. BannerRunner automates this process and can use several pages simultaneously to increase your chances of logging in. The best part? Once you log in, you'll be greeted by a classic Mario theme song playing from your modem speaker!!
(Or your normal speakers if you're not living in the '90s anymore.)
I wrote this program in 2007, and people are still using it, coming to this webpage to download it every year!
Hi there, Sabanci student :)
Click for setup file.
Click for Facebook page.
Carnegie Mellon University · 2008-2010
ETC Masters Projects
SurfaceScapes
SurfaceScapes was a tabletop RPG prototype for Microsoft Surface, designed around tangible interaction, automated rules support, and shared visual feedback. The goal was to make sessions easier to run and more immediate for both players and game masters.
Project website.
Sketch-It-Up!
Sketch-It-Up! was a rapid prototyping tool for testing game ideas without writing code during the concept phase. I rewrote the networking layer and implemented automation features, using Panda3D and Python.
The project was shown at ICEC '09 in Paris.
Building Virtual Worlds Projects
These five projects were each built in two weeks by a rotating team of four.
DragonForce
In this VR prototype, players raised and guided a dragon using a head-mounted display and magnetic sensors. The project focused on attachment, training, and how physical interaction could support storytelling.
Blind Date
In this interactive storytelling project, the audience used remotes to guide the main character (me) through the twists and turns of a blind date. The main focus for this round was collaborative storytelling and live audience participation.
Wizball
Wizball was a projection-based pinball game controlled by players' shadows, ending with a wizard boss encounter. The project was built in a week and a half as part of the ETC's rapid prototyping cycle.
Mine Cart Adventure
Mine Cart Adventure was a VR prototype that put players in a collapsing mine, using a head-mounted display and a physical stick for navigation. It was designed as an accessible introduction to immersive play and was shown at the ICEC '08 reception.