I am an enthusiastic freelance game designer. I have always been interested making all kinds of games, beginning in elementary school with pen-and-paper designs and quickly moving on to programming computer games in 6th grade. I have honed my skills through studying Computer Science at Bilkent University, where I received my BSc in 2006. To strengthen my knowledge of the gaming industry, and to further develop my critical thinking skills, I studied in the MA: Digital Games Theory and Design course at Brunel University. After my studies, I continued working on my personal projects, while also starting to take on contract work from small game companies.

My main goal has always been to create unique games with innovative features. My academic work has helped me outline how this can be accomplished, while my personal projects and creative design work have been aimed at applying these theories to game development itself in an engaging and exciting manner. The majority of my personal projects are based around original game ideas, merging of genres, or synergetic game mechanics seeded onto existing game models.

I try to play as many games as possible in my spare time, looking for unique features, analyzing weak points, and understanding the reasons behind design choices. I aim to continually increase my versatility by studying games from all kinds of different eras, formats and genres. By accumulating knowledge of how game models can potentially be improved, I obtain a large pool of ideas to work with when designing my own work.

I have always believed that the primary aim for playing a game should be to have fun, and no game feature should rob the player of that potential in the name of balance, realism, technology, or any other reason. Designers' losing sight of the player's experience often make a game inherently less fun to play, and some of my work outlines how diluting the player's enjoyment can be avoided through simple, often minor alterations to game mechanics.

I also like to observe gaming as a social activity. Much of my academic work tries to determine why computer gaming diverges from other kinds of gaming when it comes to socialising. I consider the importance of face to face communication to be somewhat overlooked by designers, and I am a firm supporter of LAN events, as I believe that games reach their maximum social potential only when all participants are within earshot of each other. I am always on the lookout for games that encourage this kind of social interaction, and I always keep the social side of gaming in mind when I work on my own projects.