About

I'm Emre. Seven years making games, all of it about systems: the rules and math under the hood that decide how a game plays. I started as an engineer, so I design these systems and build them. I take a system from a one-line pitch to running in the build without it getting lost on the way. And when the bottleneck is the process, not the design, I redesign that too.

What I do

  • Combat & gameplay systems. Weapons, damage, status effects, the feel of a fight.
  • Heroes & content. Kits, abilities, AI, the characters players main.
  • Economy & progression. Perks, upgrades, drop rates, the long game.
  • Difficulty. Hard where it's fun, easy where it isn't.
  • Game modes & tools. Live editors, a custom HUD framework, the systems players build with.
  • Workflow & process. Redesigning how a whole design team gets work into the build.
  • Engineering. C++, C#, Lua across Decima, Unreal, Unity, Enfusion.

Elsewhere

  • Full voting member of BAFTA. I vote on the games awards, Game of the Year included.
  • Advisor to studios via the Dutch Games Association and Retro Zero Games.
  • Talks: Designing Marketable Games (GDS Prague) and Cognitive Load in Game Design (Gaming Istanbul).
  • Podcast guest on Evo Gaming, Pixel by Pixel: Where Inspiration Begins, on where game ideas come from. Listen · writeup.
  • LinkedIn for the rest.