Ömür Can Güngören
Game developer in Hamburg with ~9 years 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, features on the custom Java backend, and the tools the team builds on.
- Built gameplay systems including a data-driven inventory and the research / progression mechanics.
- 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 and data-import pipelines that speed up the team's iteration.
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, 4.2★ on Google Play) healthy — F2P systems (IAP, ads, AR) and a completion-tracking Collection feature.
- Conceived and prototyped Conga Line as technical designer — 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 — 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 (Photon) and a single-player mode against an AI opponent — plus full EN/TR localization 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.