Game director and technical artist. I design for human experience — and build what I specify.
I lead game direction at Hiroba Games. I came up through 3D and technical art, so I still work inside the engine: shaders, VFX, lighting, optimization.
Games: Load game
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Game Director · Hiroba Games · Android, iOS · 100K+ downloads on Google Play
A cozy puzzle game. Unpack the boxes, match the picture, and put each room back together.
What I did: Game direction, art direction, technical art.
Get it on Google Play (opens in a new tab)Download on the App Store (opens in a new tab)
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Game Director · Hiroba Games · Android
An idle city builder. Produce, upgrade, and watch a tiny town grow at its own pace.
What I did: Game direction, art direction, technical art.
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Game Director · Hiroba Games · Steam
A first-person game about collecting space trash, so you can build tools that collect more space trash.
What I did: Game direction, art direction, technical art.
How I work: Character
Doruk Teker
Game Director · Hiroba Games
Design for people
I design around how players move, where their attention goes, and how a space explains itself without a tutorial.
Build what I specify
Modeling, shaders, VFX, lighting, post-process and mobile optimization in Unreal Engine 5 and Unity. I direct from inside the engine, so what I ask for can be built.
Back it with research
My MA thesis studied how roguelike players experience competence, autonomy and failure. It shapes how I pace difficulty and design failure.
Underneath all three: I've been playing games since I was a kid.
More about meResearch
My MA thesis asked one question. Does experience with roguelikes change how players feel about the genre's harshest rules?
In most genres you build competence by succeeding. In roguelikes you build much of it by failing.
Contact: New game
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