DENIZ SEKER
Game Developer
Game Developer
OOP (Object-Oriented Programming): Principles like classes, inheritance, and polymorphism are utilized to structure the code efficiently.
Generics: Generic methods, such as DeactivateEntities<T> and ActivateEntities<T>, are employed to handle various types of entities in a flexible manner.
Unity Editor Scripting: Custom scripts, like GridEditor, are specifically written to extend the Unity Editor's functionality, improving the development workflow.
Complex DOTween animation sequences: Advanced animations are created using DOTween, allowing for intricate and chained movements, transitions, and effects in a smooth, time-based manner.
Singleton Pattern: The CellManager script implements the Singleton pattern to ensure a single, globally accessible instance of the manager throughout the game.
Prefab Management: Prefabs are managed and instantiated within the Default_Cell and GridEditor scripts, allowing for reusable game objects.
MVP/MVC: Design patterns like Model-View-Presenter (MVP) or Model-View-Controller (MVC) are used to separate the concerns of data (Model), user interface (View), and the logic that binds them together (Presenter/Controller)
State Machines: Controls the transitions between different states of a character or object, such as idle, attacking, or fleeing.
NavMesh: A navigation mesh that allows NPCs or characters to find the optimal path to their target while avoiding obstacles.
NPC AI: Artificial intelligence that governs the behavior of non-playable characters (NPCs), making them react to the environment and player actions.
Interaction System: Manages how players or NPCs interact with objects or other characters in the game world.
UI System: The user interface system that handles all on-screen elements like menus, health bars, and inventory, allowing players to interact with the game.
Hand-made camera system: A custom camera system that is manually scripted to offer specific perspectives or behaviors not provided by standard camera tools.
Fog of War: A gameplay mechanic that hides unexplored or unseen areas on the game map, revealing them only as the player or units move closer.
Day and Night Cycle: A dynamic system that simulates the passage of time in the game world.
( Still Under Development )
Complex NPC Behaviours: NPCs follow intricate routines and interactions that change dynamically based on various factors.
Complex DOTween Animation Sequences: Advanced animations are crafted using DOTween to create smooth and visually appealing transitions, movements, and effects throughout the game.
TextWriter: Used to create a typewriter effect, where text is displayed one character at a time, simulating the look of someone typing.
ChatBubble System: A dialog system that uses chat bubbles to present conversations.
Lag-free FPS Cinemachine: A firstperson camera system that is optimized to ensure smooth and responsive movement without lag, even during complex in-game sequences, maintaining immersion.
Finite State Machine: A system that organizes and controls an entity’s behavior by defining specific states and managing the transitions between these states based on certain conditions or events.
Singleton: A design pattern used to ensure that a particular class or system has only one instance running throughout the game.
UI System: Manages all user interface elements, such as buttons, sliders, and status displays, allowing players to interact with the game easily and track their progress, upgrades, and earnings.
Core Game Mechanics Development: Designing and implementing the fundamental gameplay elements that define the player's interaction with the game.
Canvas Optimization: Improves the performance and responsiveness of the game's UI by efficiently managing and rendering UI elements.
Custom Game Engine: A bespoke software framework created specifically for the game, built from scratch using Java
Implemented Football Mechanics: Adding football rules and physics to the game, such as ball control and player movement.
Worked on Game Engine and the Game: Contributed to both the development of the custom engine and the football game itself.
Engine Optimization: Improving the performance and efficiency of the game engine.
Animation and Image Rendering Process: Creating and displaying animations and visuals in the game.
Custom Game Engine: A bespoke software framework created specifically for the game, built from scratch using Java
Worked on Game Engine and the Game: Contributed to both the development of the custom engine and the space force game itself.
Engine Optimization: Improving the performance and efficiency of the game engine.
Animation and Image Rendering Process: Creating and displaying animations and visuals in the game.
Core Game Mechanics Development: Designing and implementing the fundamental gameplay elements that define the player's interaction with the game.