EVERYTHING IS FOR HUMANITY
A transhumanist sci-fi puzzle-horror game. Built from a blank page. Shipped on Steam. PlayStation Partner Title.
My professional journey in game development began in 2020 — not with a plan, but with a problem I needed to solve.
I wanted to build a game that felt mathematically honest. One where every number meant something — where the economy didn't break under player pressure, where combat had weight because the formulas behind it were right, not because the animations looked good.
That obsession became a career.
Over the last 6 years, I've designed and shipped 3 commercial titles across Steam, PlayStation, and Xbox. I've built combat systems from scratch — damage formulas, skill trees, stat progression curves — using simulation-based modeling to validate every design decision before a single line of code gets written. I've architected F2P economies with faucet/sink mechanics. I've written entire mythological universes and then documented them into GDDs that engineers could actually build from.
Along the way, I co-founded two studios and led teams of 20+ people. But I never moved into a separate office. My desk stayed in the middle of the team — because the best mechanic in Nine Realms came from a programmer who just wanted to share an idea, and that wouldn't have happened from behind a closed door.
I also run a game systems analysis platform with 120K+ subscribers. Not as a side project — as a live research laboratory. Every loop I deconstruct, every retention pattern I map, feeds directly back into how I design.
I don't manage games from a distance. I design them — from the first formula to the last player feedback thread.
Every game shipped is a hundred untold stories. Here are a few of them.
"Our first real office. You could see the Bosphorus from the window. After years of garage-style setups, this felt like proof that something was actually happening."
"Nine Realms pre-production. Our actors needed better immersion in Norse mythology — I figured the fastest way was to show them. I'm told I don't look much like Thor. I disagree."
"Giving an interview here — and genuinely struggling not to laugh. I work better when things are a little ridiculous."
"This was Berserk — our office lion. A colleague's kid fell in love with him on a visit, so we gave him away. We still think about him."
"Whenever a team member was sick and couldn't come in, we'd dress Berserk up and send them photos. It started as a joke. It became a tradition. That's probably the most accurate summary of our team culture."
"Nine Realms' first internal play test. We shipped a build with almost zero bugs. Our senior developer was so happy he hugged our junior developer. That's the metric that matters."
"The day we confirmed official partnerships with both PlayStation and Xbox. We were confident it would happen — but getting the confirmation within half an hour of each other made it surreal. We celebrated with confetti. The cleanup took months. Worth it."
"Our first official investor presentation. Everyone on the team had contributed to the pitch — including people whose job descriptions had nothing to do with fundraising. The instinct to trust the room over the rulebook has never let me down."
"At a game awards ceremony — nominated in 6 categories including Game of the Year. We didn't win. We celebrated anyway. The work was done, the game was out, the team had delivered something real. That was enough."
"First international business trip. Three of us were supposed to go — one missed the flight due to a forgotten document. We took a photo of his empty seat at dinner. He's still not over it."
"One day we decided to hold a meeting in the corporate conference room of the plaza we shared offices with. Since we didn't have our laptops, we spent the remaining 45 minutes playing Clash Royale instead. We're a game company — nobody suspected a thing."
"Mocap was out of budget. So we converted our office storage room into a studio and shot the reference animations ourselves. This is me performing a combat attack sequence for our animator. My kickboxing background finally had a professional application."
"Post-launch. On a beach. Sunbathing. I'd been reading this gaming magazine since I was a kid. Picked up a copy at a local shop and found Nine Realms on the cover. I don't have the right words for that feeling. I don't think there are any."
Three shipped titles. Every system designed, documented, and iterated by hand.
A transhumanist sci-fi puzzle-horror game. Built from a blank page. Shipped on Steam. PlayStation Partner Title.
A deep roguelike hack-and-slash action experience inspired by Norse mythology, where the player takes on the role of Ragnarök to challenge the gods.
A solo-developed experimental hobby project focused on high-quality game design over graphical fidelity, resulting in a 91% "Very Positive" Steam rating.
A complex multiplayer universe design focused on competitive loops and deep player progression.
A comprehensive breakdown of my expertise across game design, narrative architecture, UX, technical implementation, and leadership.
Crafting and balancing core combat loops and encounter dynamics.
Using mathematical models to simulate and stabilize in-game economies.
Designing character growth trajectories and difficulty scaling through precise data modeling.
Architecting deep backstories and alternative universes from scratch.
Specializing in sci-fi themes, ethical dilemmas, and "Uncanny Valley" storytelling.
Developing complex character development paths and narrative-driven mission flows.
Designing optimized control schemes for multi-platform console experiences.
Mapping seamless player journeys and intuitive menu architectures for complex systems.
Creating wireframes and interaction flows that bridge functional needs with aesthetic design.
Rapid prototyping and end-to-end mechanic implementation within the UE5 ecosystem.
Authoring comprehensive Game Design Documents that serve as a source of truth for all departments.
Using node-based probability and flow modeling to simulate and stress-test game economies before a single line of code is written.
Are you interested in knowing more about my profile and experience? Take a look at my portfolio!
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