
MY POSITION
GAME DESIGNER & QA GAME TESTER
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Managed Data & Flow Assets and Curve Tables in Unreal Engine, overseeing balancing processes through these assets.
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Built funnel explorations and custom reports in Google Analytics, using player data to inform design decisions.
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Coordinated with external partners on art and business operations.

My Responsibilities
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Designed and documented the game's core systems including combat, enemy behavior, boss fights, progression, crafting-to-battlefield interactions, and reward structures.
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Produced 30+ design documents & pitch papers covering system rules, balancing tables, and edge-case specifications.


Design Breakdown
Update 0.3: Taxi & Cargo

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Proposed splitting the taxi and cargo systems into separate design documents to reduce scope and enable faster iteration under tight development timelines.
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Structured each system into modular sections to support phased development and easier implementation.
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Introduced a data-driven validation approach: planned to track player engagement and continue development based on feature adoption metrics.
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Designed the taxi system with cultural grounding, using the Turkish taxi stand (durak) structure as a core progression and gameplay hub.
TAXI
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Implemented a progression system for taxi stands and drivers to reinforce long-term player engagement.
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Designed a passive income mechanic through taxi operations, balancing it to avoid disrupting the in-game economy.
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Addressed open-world traversal friction by integrating taxi functionality as both a playable role (driver) and a transportation service. (fast travel alternative)
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Created a dual-use system allowing players to either actively earn income as taxi drivers or passively benefit from owned taxi operations.

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Designed the cargo system from the ground up to give delivery contracts a clear structure, defining objectives and establishing a consistent gameplay loop for players.
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Responded to the Director's request for more challenge by introducing cargo damage mechanics and distinct cargo types such as fragile and hazardous materials, each demanding different handling approaches from the player.
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Researched Amazon's real-world logistics and delivery workflows as a design reference, extracting the core logic behind handling constraints, prioritization, and failure consequences, then translated these into simplified and gamified mechanics.
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Built the system under tight production timelines using a phased GDD approach, breaking the feature into iterative stages and using player data analysis after each phase to decide whether continued development was justified.
CARGO
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Addressed the underuse of the open world by identifying areas with little to no player activity and redistributing cargo missions evenly across the entire map, giving players a real reason to explore every corner of it.
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Designed co-op cargo delivery so players could carry and deliver goods together, including a photo confirmation mechanic at drop-off that mirrors real-world proof-of-delivery practices and ties directly back to the Amazon research that informed the system.
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Introduced an electric cargo vehicle that plugged into the vehicle and charging mechanics already established by the Go Green update, creating deliberate continuity between patches rather than treating new content as isolated additions.
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Identified a recurring community request for storage unit deliveries to active construction sites and incorporated it into the cargo system as a nested mechanic, treating player feedback as a direct design input rather than a post-launch patch consideration.
Taxi & Cargo GDDS
Game Images
Game visuals from the marketing phase are shown below.








