Game Economy Designer · AI Tools DeveloperEconomies · Rule engines · AI agents
Class
3yrsbuilding games
Level
9yrsdesigning board games
XP
IstanbulPC games
Origin
I design the numbers players feel: sources, sinks, progression and the rules that hold them together. I model economies in Machinations and learned balance by running live board-game tables; I also build the tools: rule engines, editor bridges and AI agent workflows that ship real projects.
I design the numbers players feel, and I build the tools behind them: rule engines, editor bridges and AI agent workflows.
EconomyMachinations Builder (2024) · source/sink balancing at Hiraru
SystemsRule engines written as explicit state machines (boardgame.io)
PlaytestGame Master at Meet In Games (project-based) · QA at Panteon and JIB Games
BuildUnity/C#, Unreal, Next.js/TypeScript, Claude Code
Keep a PC game's economy healthy
Hiraru Games · 2025–present
Machinations
Unreal
Jira
Miro
Currency has to feel earned at every stage of progression: never so scarce that play turns into grind, never so plentiful that rewards stop meaning anything.
Objective
Moves
I map every source and sink in the economy and the rules that connect them.
I model the loops in Machinations and simulate them before they reach the build.
I tune source/sink balance against progression targets and hand values to the team through Jira and Miro.
Under NDA: process only
The game and its numbers are under NDA, so I can show the process only. Cargo Line is a small flow model built on the same sources-and-sinks principles. Try it.
Factories make shapes that wait in the depot and ride the belts to customers. The switches route each shape on their own; take one over to rush a shape to an urgent order. Before each day, pick one investment.
Day 1/5
Delivered
0
Cash
10
Reputation
70
Company level
1
FactoryDepotCashCustomer 1Customer 2
Illustrative model, synthetic numbers
AI Projects
I design the system, write the brief and review what comes back; the agents do the typing. Here is what I built that way.
Meet In Games: party games in the browser
Party and social-deduction games (Hain, Sessiz Tanık, Teleparty) with peer-to-peer online rooms, each rule set written as a boardgame.io state machine. Designed and built solo with Claude Code.
One lead agent plans and reviews, cheaper sub-agents handle file work, and Gemini does research; every agent returns a short machine-readable verdict and nobody approves their own work. This portfolio was built that way.
Claude Code
Gemini
multi-agent
Unreal Engine 5 editor, driven by an agent
An MCP bridge that lets an AI agent operate the Unreal Engine 5 editor directly.
UE5
MCP
A 2D animation pipeline, written as code
Scenes, characters and camera moves are written in HyperFrames; AI handles voice-over, images and music. One brief becomes a 20 to 30 second explainer in vertical and horizontal formats. The three below are concept pieces with invented brands.
HyperFrames
ElevenLabs
Gemini TTS
ComfyUI
Ledgerly · SaaS product demo (concept)
Rota Global · logistics story (concept)
Lumea Clinic · health travel, vertical (concept)
This site: my CV, turned into a game world
I turned my one-page PDF CV into a bilingual, playable portfolio: roles became places, skills a character sheet. Designed, built and deployed solo with Claude Code.
Next.js
TypeScript
Vercel
Claude Code
Kutu Oyunları: a table companion for board-game nights
A live shared score table for Turkish board-game nights: join with a table code, track turns and time. The concept isn't mine; I built the working web app with Claude Code.
Next.js
Supabase
Vercel
Claude Code
Jarvis: a Turkish voice assistant
A push-to-talk voice assistant on my own PC: local Whisper for speech-to-text, Piper for Turkish speech, Claude working inside my notes as the brain.
Whisper
Piper
Claude
Experience
2025–presentJr. Game Economy Designer · Hiraru GamesEconomy and rule systems in Machinations; Unreal projects.
2020–presentGame Master · Meet In GamesProject-based: operations and R&D support on their board games and digital games, covering playtesting, balance feedback and QA.
2025Virtual Production Assistant · Pancake StudioUnreal and Blender pipelines; ComfyUI in production.
2025QA Specialist · PanteonRegression and onboarding test cycles.
2024Game Design Intern · Keep GamesBalance, narrative and system design in Miro and Machinations.
2023–2024Game Design Intern · CompactiveUnity/C# systems, economy and level design.
I learned game design at the table before I learned it in an engine. Nine years of board games trained me to watch players, spot the exact rule that kills the fun, and fix it.
I studied software engineering, so I build what I design: economies in Machinations, prototypes in Unity and Unreal, web games in Next.js. These days AI agents handle much of the building while I steer.
Off the table I play basketball and used to referee for the Turkish Basketball Federation. Calling rules fairly under pressure turned out to be design practice too.