I turn ideas into systems, systems into products, and products into experiences.
Choose a lens. It reorders the work and personalizes the summary — the content stays whole.
Systems, core loops, level design, economy and player experience.
Scope control, team coordination, process and shipping.
Analytics, retention, monetization, growth and validation.
Each one is a case study: the problem, the decisions, the results, the lessons.
Government-commissioned games, Rollic titles and PC releases.
Products I design, build and publish end-to-end under my own App Store account — concept, economy, UX and release.
A satirical life-sim about job hunting, interviews and office survival. Apply for jobs, survive chaotic hiring stages, then balance money, patience, confidence, reputation and social life against workplace chaos. "Sometimes getting the job is only the tutorial."
Turns your cities, dates, budget and travel style into a day-by-day itinerary of real, top-rated places — with sensible routing, why-visit notes, maps and group expense splitting. No made-up spots.
Scores a resume against what recruiters look for and suggests concrete fixes with AI — a natural companion to the HrFate world of job hunting.
Trained on this portfolio. Answers point you to the right case study.
Marketing → hyper-casual → hybrid-casual → PC → live-ops → VR. Every stop added a layer to how I build. Tap a stop.
Make a call, then see how Furkan actually thinks about it.
Game producer & designer with 6+ years across mobile, PC and VR. I turn ideas into clear systems, manageable scopes and experiences players understand and enjoy. I've shipped titles past 75M downloads (Suzy's Food Restaurant, Money Honey!), run live-ops and A/B testing on Outlets Rush, led a 7-person team on a Steam release, re-designed levels that lifted D0 retention from 30% to 40%, and built two games from the ground up for the Republic of Türkiye's Ministry of Environment. Along the way I co-founded a studio, led design teams, and taught game design at Ankara Bilim University and Laba.
Ideas become valuable when people can experience them.
Prototypes and tests create better decisions than assumptions.
Systems should serve player motivation, not design complexity.
Based in Ankara. Open to game design, production, product management and interactive experiences.