atıl koçkar
CV blogI've been making games for a decade and playing them since before I could read. My career goal is to realize experiences through code
My Work
Projects
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Star Citizen
- Part of the project that is the second most expensive game to develop, according to Wikipedia
- Developing features for an MMO and a single-player experience simultaneously
- Working as a gameplay programmer in a team of ~50 programmers and a subteam of 4 programmers
- Subteam is responsible of FPS weapons, personal focus being on ammo management
- Talked about my work in a dev log video
- Driving features from conception to release and beyond
- Working closely with game designers, animators, sound designers and other departments
- Tech used: In-house engine, Visual Studio
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Angry Birds Evolution
- Worked with a team of ~10 from the global launch until the sunset period
- Took over the core game and implemented new character abilities, alongside the client-side of new meta-game features in a data-driven architecture
- Took over and owned in-game event pipeline, the feature which drove the majority of the game's revenue. Worked closely with game design and QA to make sure they ran smooth and no major incidents occurred
- Prototyped and evaluated ideas about improving the core game experience, including new game modes and combat AI
- Maintained the project throughout the liveops period, which included undertaking major infrastructure updates and interfacing with customer support
- Tech used: Unity, Visual Studio, Rovio internal tools, Google Sheets, Kibana, Jenkins
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City building game (cancelled)
- Worked with a team of ~15 from preproduction until alpha
- Owned gameplay features like simulating traffic in an ECS architecture, 'drawing' roads and managing road junctions
- Tech used: Unity ECS, Rider
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Fabric: first-person puzzle game
- Shipped in spare time, with a team of 3
- Took a novel idea from conception, developed it through Steam Greenlight to the completition
- Implemented gameplay features and the level editor alongside
- Conducted playtests, improved the game with their results
- Designed numerous levels, and the tutorial section which taught the player to solve puzzles in a 4-dimensional reality, without using any textual guidence
- The game was showcased in various events including GamesCom, Quo Vadis, Game On EU, IndieCade EU, Casual Connect
- Wrote down a post-mortem, published and featured in Game Developer
- Tech used: Unity, Visual Studio, Steamworks.NET
- Prefabric: Top-down puzzle
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Fabric 2 vertical slice: First
person puzzle
- Developed to the vertical slice, as a solo project, in spare time
- Implemented gameplay features, edge detection and mesh tessellation
- Designed puzzles revolving around an unusual understanding of space, with a BSP-like geometry plugin
- Documented the development: part I, part II, part III, part IV, part V
- Tech used: Unity, Visual Studio
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One-game-a-month challenge
- Shipped 12 games in 2021, one game per month, as a team of 2, in spare time
- Documented the intention and the post-mortem
- Tech used: Unity, Visual Studio, Rider
Tech demos
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FPS-prototype, Rust/OpenGL
- Demostrates drawing textured geometry, static and dynamic shadows and first-person controller with bunnyhopping physics
- Documented the development: part I, part II
- Tech used: Rust, OpenGL, vim
- Source code
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FPS-prototype, C++/OpenGL
- Re-implementation of the Rust project in C++
- Tech used: C++, OpenGL, Visual Studio
- Source code
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First-person controller
- Developed a first-person controller in Unity, that facilitated old-school bunnyhopping movement, with using as little engine-specific functionality as possible
- Used in many solo projects and game-jams
- Tech used: Unity, Visual Studio
Contact
TwitterGitHub
Itch.io
Email: atilkockar at gmail dot com