Gorkem YILDIRIM

A showcase of my projects and my abilities.

Hypercasual Demo

Simple playable hypercasual game demo

Responsive AI, Smooth Physics iteractions

2D RTS Demo

Simple strategy game mechanics

Sprite Atlas, Draw Call Optimization, Dynamic Pathfinding, Grid System

HDRP demo project

Thirdperson greenlight/redlight game demo strongly based on TV show "Squid Game". Download and give it a try!

Multiple Animation Blend Trees, Root Motion

Mobile Drift Game

Practice scene I made for a mobile open world drift game. Recorded on iPhone 11

Touch Controls, Dynamic Driving Helpers, Asyncrone Particles, Dynamic Environemnt

Tuning Showcase

Tuning system I made for an iOS/Android mobile racing game. This system gives player unlimited options to modify their car and saves/loads each element flawlessly for up to 5 different cars at the same time. System mainly focuses on loading/unloading addressable items to keep memory usage minimum.

Save/Load, Addressabless, Mesh Decals, Flexible UI Management

Shaders

  • Splitting textures into multi channels to store data on each channel.
  • Calculates global wind speed/direction and apply to mesh with respect to its vertex color distribution by almost no cost.
  • Change surface states via specific shader variants like broken, unbroken.
  • Global variables controlled by an external script.
  • UI, Shadergraph, Multi Channel Textures, Animation Curves, Vertex Painting, Global Shader Variants, Material Property Blocks

    Traffic System

    A wholesome and fully responsive traffic system I made for my open world race game

    Create & Connect Paths,Editor Scripting, AI, Path Following

    Vegetation Distributer

    This script lets developer to select multiple items and place them randomly and seamlessly. Only places on eligible surfaces like grass, earth etc. and keeps the track of how many items are distributed in seperate groups.

    Interactive Inspector Scripting, AI, Seamless Distribution

    Impact and Destruction

    This system determines surface type on collision to present relative sounds and particles at very low costs. Multiple audioclips and particles can be assigned for each surface type. System creates necessary pools and handles them to avoid Instantiate/Destroy in runtime.

    Collision Surfaces, Physics, Interfacs, SFX, Particles, Pooling

    SOME VISUALS FROM MY RECENT PROJECTS

    Resume
    & Contact

    GÖRKEM YILDIRIM

    GAME DEVELOPER

    I am a game developer who works with Unity 3D for more than 5 years. I can create responsive AI, satisfying and smooth mechanics, optimized graphics and clean and wholesome code with S.O.L.I.D. principles. Also I'm experienced at modelling, shading, rigging, animating rigged or still meshes, creating/mixing sounds, level design, lighting and light baking.

    SKILLS

  • Unity 3D
  • C#
  • Cinema 4D
  • Photoshop
  • Audacity

  • EDUCATION

    Computer Engineering - Atılım University

    INTERESTS

  • Creating 3D Mid-Core, Hard-Core Games.
  • AI programming.
  • Interactive game mechanics.
  • Learning AAA game development.