Game Developer

Sadi Enis 
Güçlüer.

I build gameplay systems — from combat and progression to the interactions that connect them.

I have professional experience with Unity and explore Unreal Engine through personal projects. My work ranges from a solo roguelite project to smaller gameplay prototypes.

Sadi Enis Güçlüer

Open to work · On-site, hybrid or remote

Looking for Gameplay Programmer and Gameplay Developer roles where I can own gameplay systems, work alongside other disciplines, and keep growing as an engineer and a designer.

Currently a Junior Game Developer at DMT Games in Dover, Delaware, working on Meowstery Wisp in Early Access on Steam.

Education

Deepjam Game Design and Marketing Bootcamp

GameDev.ist · Online

26 October 2026 – Present

Computer Engineering

Kayseri University · Kayseri, Türkiye

Graduated 2026 · GPA: 3.43 / 4.00

Experience

DMT Games

September 2025 – Present

Junior Game Developer

Own the multiplayer lobby and session layer of Meowstery Wisp, the studio’s primary title, in Early Access on Steam.

  • Developed lobby creation, player joining and session synchronization for Meowstery Wisp using Relay and Netcode for GameObjects; integrated Vivox voice chat.
  • Built networked game adaptations and a modular match-3 framework with state-driven gameplay, cascades and level objectives.
  • Applied modular architecture, SOLID and ScriptableObject-based design; worked with Plastic SCM and Kanban.

Wide Game Studio

July 2025 – August 2025

Game Developer Intern

Deliver a complete gameplay feature — a spear gadget — inside a live, commercial multiplayer VR game.

  • Developed a VR spear gadget for Gravi with throwing, thrusting, surface sticking, hit detection and damage.
  • Integrated the feature into the existing gadget architecture and delivered it for the scheduled content update.

Selected projects

Project First Run

Unity 6 · C# · PC · Solo Game Developer

A first-person roguelite arena shooter where players fight enemy waves, earn XP, and shape their build through weapons, abilities, and chest rewards.

I own the full development, from gameplay design and gameplay programming to software architecture. The project focuses on modular combat, data-driven content, and testable gameplay rules.

  • Weapon switching preserves each weapon’s ammunition state. Item upgrades improve the existing weapon or ability without taking up another slot.
  • Enemy encounters, XP collection, and chest reward selection connect combat to progression.

In-development prototype; art and presentation currently use placeholders.

Gameplay & technical details

Pure C# objects own gameplay rules where practical, while Unity components handle input, scene composition, presentation, and lifecycle integration. ScriptableObjects define content separately from mutable runtime state. EditMode and PlayMode suites cover combat, enemies, rewards, progression, and arena transitions, and currently run 700+ EditMode and 390+ PlayMode cases.

Meowstery Wisp

Unity · C# · PC · DMT Games

A multiplayer social deduction and investigation game for 4–11 players. Cat detectives search for clues and artifacts while hidden roles manipulate trust and disrupt the investigation. Players remain in the game until the final phase.

My contribution focused on multiplayer lobby systems: lobby creation, player joining, session connectivity, and synchronized lobby state management.

  • Developed and integrated lobby systems using Unity Relay, Netcode for GameObjects, and a host-client architecture.
  • Used Unity Vivox for voice communication between players.

Available on Steam in Early Access.

Gameplay & technical details

I worked on the networking and lobby layer of the studio’s primary title, connecting players to sessions and keeping lobby state synchronized. This contribution covers multiplayer infrastructure and voice communication, rather than ownership of the full game.

OceanClean

Unity · C# · PC + Web · Graduation Project

A 2D online co-op game for 1–4 players. Players collect ocean waste, deliver it to recycling points, and earn score and in-game currency during short multiplayer sessions.

Developed as my graduation project, combining gameplay programming, online multiplayer, player-facing UI, and API-integrated progression.

  • Players create or join a lobby, play a match, view the results, and return to the lobby. Unity Lobby, Relay, and Netcode for GameObjects support the multiplayer flow.
  • An external REST API connects accounts, player profiles, currency, leaderboards, inventory, shop data, and match results.

Playable Unity client. WebGL support is being tested; host migration is implemented at lobby level.

Recognition: accepted for a COP31-related initiative.

Gameplay & technical details

Relay connects players without direct IP connections, with WebSocket-compatible configuration for WebGL. If the lobby host leaves, a new host recreates the Relay connection and updates lobby data. Shop and inventory UI structures are implemented; expanded item systems and active-match recovery remain future work. The environmental theme relates to SDG 14 (Life Below Water), and the cooperative structure to SDG 17 (Partnerships for the Goals).

3Match

Unity · C# · Mobile · DMT Internship Project

A modular and extensible match-3 puzzle game developed with Unity and C#. The project prioritizes clean code architecture, independent systems, and the ability to add new features easily.

The game includes a grid-based board, tile swapping, match detection, gravity, refilling, and cascades. A state machine manages the gameplay flow, while ScriptableObjects support data-driven level design. Customizable cell obstacles, goal tracking, move management, and dynamic level selection are also implemented.

Prototype.

Gameplay & technical details

The project aims to provide a maintainable and extensible game framework where new levels and gameplay mechanics can be added without substantially changing the existing architecture.

Want to talk about gameplay?

Get in touch ↗