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omerburakozgur/README.md

Hi , I'm Ömer Burak ÖZGÜR

💻 Computer Engineer | 🎮 Unity and C# Game Developer | 🏫 Master of Science in Game Technologies

📄 Documents and Portfolio

📬 My Socials


About Me

📚 To further improve my skills, I am currently pursuing a Master of Science in Computer Animation and Game Technologies at Hacettepe University.

🔭 Lately working on a Host-Authoritative co-op simulator game and linear narrative FPS systems using Unity 6.4 LTS, C#, Photon Fusion, and Blender.

🌱 Developing various projects with a focus on Net-Ready Architecture, Event-Driven Decoupling, and Optimization.

📖 Main areas of work and interests are Unity, C#, AI State Machines, Networking, Game Design, and 3D Design.

👯 Actively joining game jams in my free time.

📖 My current classes include: Game Architecture, Applied Computer Animation, Serious Games, and Visual Effects.

🎨 Alongside game development and programming; I also work on game design and 3D design, creating GDDs, TDDs, and 3D models.

💬 You can ask me anything related to my projects and areas of interest.

🛠️ Skills

unity c# blender maya git photon visual studio trello
Unity 6.4 LTS C# Blender Maya Git Photon Visual Studio Trello

🚀 Featured Projects

🏰 Dungeon Janitors: Estate of Chaos

Tech Stack: Unity 6.4 LTS, C#, Photon Fusion, Host-Authoritative Networking

(Click on the image to watch the playable Single Player demo showcase)

Description: Successfully released the Single Player Playable Demo of a C#-focused co-op prototype built upon 'Net-Ready' and 'Host-Authoritative' architectures.

  • Developing a Host-Authoritative Networking architecture using Photon Fusion to ensure cheat-free gameplay and synchronized state, utilizing Lag Compensation.
  • Implemented a modular Event System using the Observer Pattern and ScriptableObject Channels for decoupled logic.
  • Polished UI menus, interactive lobbies, custom rendering shaders, and gameplay logic.
  • Managing the development process using self-created sprints, conducting code reviews, and maintaining a structured Git workflow.

Skills Used: C#, System Design, Network Architecture, Gameplay Polishing, Technical Documentation.

Source Code Itch.io GDD TDD Roadmap Assets


🔫 Project: Echoes

Tech Stack: Unity 6.4 LTS, C#, Event-Driven Architecture, State Pattern AI

(Click on the image to watch the full gameplay video)

Description: A linear narrative-driven first-person shooter (FPS) heavily focused on responsive gunplay mechanics and decoupled software architecture.

  • Engineered a Zero-Coupling Event System utilizing ScriptableObject Event Channels alongside Unity's New Input System.
  • Programmed highly responsive hitscan gunplay incorporating regional hitboxes (Head/Torso), custom recoil curves, and optimized Object Pooling for zero garbage collection spikes.
  • Designed modular Finite State Machine (FSM) enemy behavior nodes optimized with early-exit targeting sensor loops.
  • Implemented an active survival stress loop utilizing continuous Sanity drain mechanisms integrated with active Armor/Vitals mitigation.

Skills Used: Unity, C#, Software Architecture, Gameplay Engineering, AI State Machines, Physics Controllers.

Source Code Itch.io Assets


🌅 Simulator Prototype (HDRP)

Tech Stack: Unity HDRP, C#, Blender, Procedural Generation

Description: A 3D simulation game prototype using Unity HDRP for high-fidelity rendering and photorealism.

  • Engineered a rendering pipeline in Unity HDRP, configuring Global Illumination, Volumetric Clouds, and volume systems.
  • Implemented a Blender-to-Unity Workflow for asset import, utilizing LODs to meet strict performance requirements.
  • Utilized Procedural Terrain tools to design scalable landscapes and day/night cycles, bridging the gap between code and environment art.

Skills Used: Unity HDRP, C#, Blender, Environment Design, Procedural Texturing, Lighting.

Source Code Itch.io Assets


🕵️ Traces of Twins

Tech Stack: Unity, C#, Mobile Optimization, Event-Driven Architecture

(Click on the image to watch the gameplay video)

Description: Led a team of 3 to develop a 3D mobile mystery game, responsible for the entire Unity integration and coding.

  • Programmed the Event-Driven Inventory System and core interaction mechanics using C# and SOLID principles.
  • Implemented basic optimization (Occlusion Culling) and optimized Unity UI (Canvas) structures to maintain high FPS on mobile platforms.
  • Participated in gameplay, level, UI, story, and 3D design.

Skills Used: Unity, C#, Event-Driven Architecture, Mobile Optimization, UI Design, 3D Design.

Source Code Itch.io Document Assets


⚔️ To The Reach

Tech Stack: Unity, C#, Aseprite, State Machines

(Click on the image to watch the gameplay video)

Description: A narrative-driven, 2D side-scroller action game featuring 5 different characters with unique skillsets, 2 mini bosses, and 1 main boss.

  • Executed the entire development cycle myself (design, programming, pixel art, animation); engineered C# Finite State Machines (FSM) for character control.
  • Integrated Animation-Code logic using Animation Events to ensure responsive gameplay feedback.
  • Designed and programmed all logic and gameplay mechanics using C#.

Skills Used: Unity, C#, Aseprite, State Machines, Animation, Game Design.

Source Code Itch.io Document Assets


🎨 3D Art & Modeling Portfolio

A showcase of my 3D modeling, texturing, and environment design work using Blender.


Wooden Crate
Wooden Crate
Optimized / Procedurally Textured
3D Dumbbell
3D Dumbbell
Hard Surface / Modeling / Texturing
Handheld Console
Handheld Console
3D Modelling/Texturing
Police Station Building
Police Station
Modelling/Texturing/UV Unv. /Baking
Mosaic Painting
Mosaic Painting
Geometry Nodes
Modular Pyramid
Modular Pyramid
Geometry Nodes / Blender
Flame VFX
Flame VFX
Particles / Geometry Nodes
Happy Crab
Happy Crab
3D Modelling / Texturing
Connected Particles
Connected Particles
Particles / Geometry Nodes
Abstract Particles
Abstract Particles
Particles / Geometry Nodes
Porcelain Set
Porcelain Set
Prop Modelling
Low Poly Terrain
View Full Portfolio
Explore more on ArtStation
Hair Simulation
Abstract Particles
Particles/Hair
New Projects
New Projects
Coming Soon...
View Full Portfolio
View Full Portfolio
Explore more, my ArtStation Portfolio


📂 Other Prototypes & Tools

Here are some of my earlier experiments, tools, and game jam entries.

Project Name Tech Stack Type Description Focus
Image Processing Tool C#, .NET Forms Tool A windows form application for basic image manipulation and filtering. Image Processing .Net
Drive and Choose Unity, C# Game 3D Isometric endless runner & quiz game prototype. Endless Runner Quiz
Jump and Run Unity, C# Game 2D platformer physics implementation. 2D Physical Movement
Press the Attack Unity, C# Game 2D platformer combat prototype. 2D Combat Platformer
Pet Segmentation AI With GUI AI, Python Tool Pet image Segmentation CNN AI project with GUI using Python, Tensorflow and PyQt5. TensorFlow Segmentation,CNN PyQT5 GUI
Forest Fire AI Tool With GUI AI, Python, Tensorflow, PyQt5, CNN Tool Forest Fire CNN project with GUI with emphasis on model training, comparison, testing and evaluation using data from generated graphs Accuracy, Loss, Confusion Matrix. TensorFlow Classification CNN PyQt5 GUI
Diabetes Detection AI Tool With GUI AI, Python, Machine Learning, PyQt5 Tool Diabetes detection machine learning AI project with GUI. Focused on focus comparison and data. Returns graphs and data such as accuracy, confusion matrix, loss, sensitivity, precision, specificity and F1 score. TensorFlow Classification Machine Learning PyQt5 GUI

GitHub Stats

brave_XbFapjQ08u

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  1. Traces-of-Twins Traces-of-Twins Public

    A narrative-driven 3D mobile mystery-solving game.

    C# 2

  2. ToTheReach ToTheReach Public

    My own made 2d platformer, side scroller, action-adventure game.

    C#

  3. ImageProcessingAppCSharp ImageProcessingAppCSharp Public

    Image processing tool developed with C# form applications.

    C#

  4. JumpAndRun JumpAndRun Public

    Simple 2D platformer game number 2

    C#