Mert Yılmaz

Game developer from Turkey. Software Engineering graduate from Maltepe University, currently pursuing an Animation & Game Master's degree at Hochschule Darmstadt. Two years of professional experience.

My work is driven by a passion for tackling challenges, continuous learning, and writing code that's easy for others to understand and extend.


Magic Dodgeball

Magic Dodgeball: Homeless Edition

Role: Technical Director

Studio: Bachelors team, Direction & Producing course

Engine: Unity

Platform: Steam

Genre: Roguelike PvP bullet hell

Led the programmer and game design team, planned the data-driven architecture, and handled balancing, input, and optimization.

Astroon Idle

Astroon Idle

Role: Game Developer

Engine: Unity

Platform: Mobile

Genre: Web3 idle manager

Building logic, drag-and-merge mechanics, resource managers, day-night cycle, camera, sound, and UI.

Dungeon Escape

Dungeon Escape

Jam: FrostJam24

Engine: Unity

Project length: 48 hours

Genre: 3D linear narrative adventure

Narration-based adventure with synchronized narrator audio, level system, and a scripted ending sequence.

Symbi-Node

Symbi-Node

Jam: HUJAM

Engine: Unity

Project length: 72 hours

Genre: Survivor-like

Recognition: 2nd place

Stage system, enemy spawn logic, object pooling, projectiles, hit-flash effects, and a boss with destructible arms.

Cat-Verse

Cat-Verse

Jam: FallJam

Theme: Cat-like

Engine: Unity

Project length: 48 hours

Genre: 2D platformer

Two characters with complementary abilities solve puzzles together — agility and jumping vs. smashing and platforming.

Hazard Survivor

Hazard Survivor

Role: Game Developer

Engine: Unity

Platform: Mobile

Genre: Casual level-based runner

Weighted-random road generation, characters, obstacles, enemies, and sound implementation.

Norse Realms

Norse Realms

Jam: Jamination5

Theme: Every action does multiple things

Engine: Unity

Project length: 48 hours

Genre: 2D action

Two characters across two universes — switching when ammunition runs out. Character abilities, level design, enemies, and traps.



I'm always open to new opportunities, collaborations, and discussions about game development.