I'm a Computer Science student at Bilkent University, focused on systems programming, game engine architecture, and high-performance software design.
My interest lies in the engineering behind complex systems — building custom engines, memory allocators, and libraries with a strong focus on performance and clean architecture.
I'm building Deepbound, a 2D sandbox survival multiplayer game, as my primary engineering project — architected on a custom ECS, a custom mesh rendering pipeline, a networked client-side prediction system, and a versioned binary save system.
Right now I'm focused on stabilization and polish ahead of our Steam Next Fest demo in October — bug fixes, quality-of-life improvements, and hardening the multiplayer/save systems.
The game has a live Steam Coming Soon page.
Languages
Core Concepts & Systems
Tools & Engines
| Project | Description | Stack |
|---|---|---|
| Deepbound | 2D sandbox survival multiplayer game with a custom ECS, custom rendering pipeline, and networked client-side prediction. Steam Coming Soon page live. | C# ECS Unity |
| Arena Allocator | Header-only linear memory allocator achieving ~19.4x speedup over new/delete via O(1) bulk deallocation and bitwise alignment. |
C++20 CMake |
| StructForge | Performance-focused C# data structures library (AVL Tree, SortedDictionary, SortedSet), published on NuGet with 3,000+ downloads. | C# .NET |
| Shadow of Roles | Social deduction multiplayer game, co-developed and shipped to Google Play — from Java prototype to Unity/C# release. | Unity C# Java |

