Ömür Can Güngören
Game developer in Hamburg with ~9 years of shipping mobile games, from solo end-to-end titles to live-ops on Apple Arcade. What I care about most is how a game feels: tight controls, readable systems, and the prototypes and tools that help a team find the fun fast. I work across the stack (Unity / C# on the client, Java on the backend), build my own games in Godot on the side, and I'm steadily moving toward technical design, turning mechanics into playable prototypes and the systems that ship them.
Where I've worked.
Building Skyrama Island Survival end to end: gameplay systems on the Unity client, server-side systems on the custom Java backend, the tools the team builds on, and a hand in nearly every other corner of the game.
- Built gameplay systems including a data-driven inventory, the research / progression mechanics and the Radar Station, a recurring mini-game loop with its own radar missions.
- Extended Flight Mode with new goal types and gameplay additions, and worked on the World Map and Flight Queues features.
- Built a payment pipeline on the company backend that authenticates, validates, processes and reports purchases from Google Play, the App Store and custom platforms.
- Shipped features across client and server, including a unique-username system that registers and validates handles across the entire player base.
- Own the client-server communication modules and most third-party SDK integrations (IAP, analytics, marketing).
- Wrote editor tools, data-import pipelines and admin-panel support that let developers and customer support adjust game data straight on the servers.
Live-ops across two well-loved mobile titles, and the de-facto day-to-day lead of the Cut the Rope live-ops team.
- Shipped seasonal content and ongoing maintenance for the Apple Arcade title Cut the Rope Remastered, including a board-game mode that became the centrepiece of the seasonal updates.
- Built event-automation systems for both Cut the Rope Remastered and My Tamagotchi Forever: seasonal events that start and end on schedule with no app update required. For Tamagotchi I restructured the asset bundles so all event content could ship in-build while cutting memory usage.
- Built the Apple Retail Store demo build for Cut the Rope almost single-handed.
- Kept My Tamagotchi Forever (Bandai Namco IP, 10M+ downloads, rated 4.2 on Google Play) healthy, maintaining F2P systems (IAP, ads, AR) and adding a completion-tracking Collection feature.
- Conceived and prototyped Conga Line as technical designer. It was one of several concepts I built for the ideation team (most under NDA), right up to the studio's closure in 2024.
Short contract prototyping an unannounced title: responsive character control, IK-driven animation, and reusable audio/particle tooling on a custom object pool.
Rapid hyper-casual prototyping, with many concepts built and tested for market fit.
Sole programmer on two shipped mobile games, each built end to end.
- Word Hero - a solo-built word game with two modes (turn-based online multiplayer over Photon, and a single-player mode against an AI opponent), fully localized in EN/TR across UI, gameplay and word databases.
- Merge Army! - solo programmer & designer: an idle/merge economy with offline earnings, daily rewards, achievements, IAP/ads, analytics and a tutorialised FTUE.
- Prototyped and pitched many hyper-casual concepts for market testing and for publishers.
Built the core of Windin, a casual puzzler: a two-layer "wind" puzzle mechanic, progression, localisation and social score competition.
A Unity internship at No-Pact (a Photon multiplayer runner with PlayFab leaderboards & store), a software-development internship, and a stint as a teaching assistant in Özyeğin University's game workshops.
Gameplay & design
Engines & languages
Engineering & workflow
Senior project: a racing game with a Java networking back-end, later extended with a single-player mode driven by an A* pathfinding AI.
Microsoft MCSD track: web & Windows app development, C#/HTML5, SQL, and application lifecycle management.