CV
Ömür Can Güngören
Unity Developer
Contact Details:
+31 0627476003
Github: github.com/orumcan
LinkedIn: linkedin.com/in/orumcan
Personal Profile
Hello, I’m Omur, a dedicated game programmer and designer based in the Netherlands. Specialising in the development of mobile games; including casual, hyper-casual, arcade, and puzzle genres. I am proficient in C#, Java, and Unity. My recent notable contributions include the development of acclaimed titles such as Cut The Rope Remastered and My Tamagotchi Forever. My experience spans a variety of projects, from prototyping puzzles and clicker games to developing platformers and turn-based RPGs. I excel in UI design, editor scripting, and event system programming, emphasising clean code, adherence to best practices, and the application of design patterns. My comprehensive skills also extend to game design, where I have effectively formulated game mechanics and gauging on players’ experiences. I am confident at refining existing systems and innovating new concepts to elevate gameplay and engagement.
Work Background
● Paladin Studios – LiveOps Developer (November 2021–Current)
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Worked on the ideation team and prototyping for business development RFPs.
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Developed the post launch content updates for the popular Apple Arcade title Cut The Rope Remastered (paladinstudios.com/cut-the-rope).
- Worked on various content and seasonal updates, from new gameplay features to backend and editor tools.
- Developed a board game feature which ended up being the main focus of the seasonal updates.
- Developed an Automation System to cycle through event updates without requiring to release new versions.
- Worked on the Analytics considering the Apple Arcade’s requirements and limitations.
- Created the Retail Demo version of the game for Apple Retail Stores.
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Maintaining and improving the popular live mobile game My Tamagotchi Forever (paladinstudios.com/tamagotchi).
- Worked on various content and seasonal updates.
- Worked with many F2P elements such as In-App Purchases, Mobile Ads and many other SDKs such as AR.
- Developed an Automation System to cycle through event updates without requiring to release new versions.
- Implemented the Collection feature where it tracks and shows the player statistics for completion of the game.
● Altered Gene - Unity Developer (January 2021–March 2021)
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Prototyped and developed an unannounced game title.
- Developed the character controller with State-Machine Behaviour (SMB).
- Developed a custom Input System for controls.
- Implemented Inverse Kinematics (IK) for character controls and animations.
- Handled multi-layered character model animations with blending and by scripts.
- Developed custom audio and particle system manager tools using a custom generic object pool as a base.
● Fun Dreams - Unity Developer (July 2020–January 2021)
- Developing & prototyping hyper-casual games.
● Hero Games - Unity Developer / Game Designer (December 2018–January 2020)
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Merging game Merge Army! (apps.apple.com/us/app/merge-army/id1473565940),
- Implemented an offline earning and daily bonus mechanics.
- Implemented mobile ads SDKs and In-App Purchase mechanics.
- Implemented game notifications depending on in-game states.
- Developed an achievement system.
- Implemented game analytics.
- Implemented Tutorial sequences.
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Developed a word puzzle game, Word Hero (play.google.com/store/apps/details?id=herogames.wordhero),
- Programmed the game on UI with many animations and interactions considering the mobile capabilities.
- Implemented turn based multiplayer mode using Photon Network.
- Implemented an AI Bot for single-player mode.
- Implemented Localization system, (English, Turkish) that changes both UI and gameplay languages, word databases, AI logic.
- Implemented a Tutorial sequence.
- Implemented game analytics.
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and many hyper-casual game prototyping and designing.
● No-Pact Game Studio - Unity Developer (June 2016–October 2016)
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Developed Windin's (a casual puzzle game) core and general game mechanics. (nopact.com/presskit/sheet.php?p=windin)
- Implemented two layered unique puzzle mechanisms.
- Worked on UI and animations with the guidance of art direction.
- Developed a levelling system depending on game experience.
- Implemented localisation for different languages.
- Implemented Facebook SDK to compete scores with online friends.
● No-Pact Game Studio - Internship (July 2015–August 2015)
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Developed a multiplayer platformer runner game.
- Developed multiplayer runner system using Photon Network.
- Implemented statistics, leaderboard and market functionality using Playfab.
- Learned to use the new Unity UI system and design patterns like object pooling.
● Bay.T Software - Internship (August 2014–September 2014)
- Developed a web application for one of their software.
● Computer Game Workshop in Ozyegin University–Assistant (July 2014)
- Assisting high school students with their Processing game projects.
Academic Background
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Ozyegin University, Istanbul Turkey
BS in Computer Science (2011–2017)
- In my CS Senior Project; Created a racing game with a Java networking back-end. Later on, added a singleplayer mode with a pathfinding (A* search algorithm) AI.
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Bilge Adam, Istanbul Turkey
Software (.NET) Certification Programme (2013–2014)
- MCSD: Web Applications
- MCSD: SharePoint Applications
- MCSD: Windows Store Apps Using HTML5
- MCSD: Windows Store Apps Using C#
- MCSD: Application Lifecycle Management
- MCSD: Universal Windows Platform
Areas of Expertise
- Unity3D
- C#
- Java
- Version Control Tools (Git-Mercurial)
- Agile - SCRUM
- Mobile
- Object-Oriented Programming (OOP)
- Software Design Patterns
- SOLID Principles
- Gameplay
- Game Feel
- Game Design
- UI
- Animation States & Blend Trees
- Input & Tight Controls
- FTUE
- Inverse Kinematics (IK)
- HTML5 - CSS
- SQL