What If It Works?
A rage-themed precision platformer built around punishing-but-fair checkpointing. Designed the difficulty curve, programmed the movement controller and built every level in the jam window.
— PRESS START —
// 2D platformers · gameplay programming · level design
I design and program 2D and 3D games using the Unity game engine. My expertise includes level design, game logic programming, sound design and UI/UX design.
World 1 · Projects
Shipped, playable builds. Each one was scoped, built and released under jam conditions.
A rage-themed precision platformer built around punishing-but-fair checkpointing. Designed the difficulty curve, programmed the movement controller and built every level in the jam window.
A science-lab platformer made for Mağara Jam 3. Built the player controller, hazards and level progression from scratch against the jam deadline.
A minimalist platformer that leans into one twist on traversal. Using minimal mechanics to make a playable game.
Currently in the engine. Check back soon — or follow on itch.io to get notified when it unlocks.
Inventory · Skills & Tools
The skills I bring to a team.
Player controllers, physics, scene flow, building and shipping web/desktop builds.
Gameplay scripting, state machines, collision and movement feel, quick iteration.
Tilemaps, pixel art, readable level layouts that teach mechanics without tutorials.
Jam-trained: cutting features early, hitting deadlines, releasing playable builds.
Documenting development on YouTube — communicating design decisions clearly.
Gathering jam feedback, reading ratings honestly, folding lessons into the next build.
Journal · Experience
Jams completed, milestones reached. Add education, internships or team projects here too.
2026
Shipped What If It Works? — a rage platformer. EDIT ME: add a result, a number, or one lesson learned (e.g. ranked X of Y, first time building a checkpoint system).
EDIT ME: year
Shipped Quantum Labs. EDIT ME: one sentence on what this jam taught you or what you tried for the first time.
EDIT ME: year
Shipped Walk On Water. EDIT ME: same idea — keep each entry to one concrete outcome.
Character · About
I'm Cem, a game developer focused on 2D games where the movement itself is the fun. I care about the first three seconds of input: how a jump feels, how a death reads, how fast a restart loads.
Game jams are a crucial part of my journey. Each jam I attend teaches me new skill that I apply to my future projects.
I'm currently looking for Game/Level Design or Programming role. If my levels look like your kind of game, let's talk.
Recruiting for a team, running a jam, or want to collaborate? Insert coin — I reply fast.