About: Character
I've been playing games since I was a kid. Now I direct them.
HIROBA GAMES I'm the Game Director at Hiroba Games. I hold game direction across our projects and stay in production: art direction, technical art, VFX, shaders, post-process and game design.
I got into the industry through 3D and technical art. In 2024 I co-founded a small studio, Nuke the Boss, and joined Pendulum Interactive as a 3D and technical artist. For two years I built modular environments, master shaders, foliage and lighting, and learned to make them run well. That work still shapes how I direct. I build what I specify, so my direction stays inside what the engine can deliver.
I also study players. My MA thesis at Bahçeşehir University asked how experience with roguelikes changes the way players feel about competence, autonomy and failure. I use it when I pace difficulty, and when I design failure that makes people want another run.
Before games, I studied architecture at Bilkent University. It taught me to think about how people move through a space, where their attention goes, and how a place explains itself without instructions. Games ask the same questions, with a faster feedback loop.
Timeline
- Aug 2026 – now Game Director Hiroba Games
- May – Aug 2026 3D Artist Hiroba Games
- 2024 – 2026 3D & Technical Artist Pendulum Interactive
- 2024 – 2026 Co-founder, 3D & Technical Artist Nuke the Boss
- 2022 3D Artist Apelanche
Education
- MA in Digital Game Design, Bahçeşehir University (2026)
- B.Arch, Bilkent University
Save files
Five games that shaped how I play, and how I design.
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Borderlands 2
Loot, co-op, and a villain who phones you to gloat.
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World of Warcraft
A whole world, with other people in it.
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Dota 2
Lose, queue again, lose better.
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Hades
Dying is how the story moves forward.
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Outer Wilds
The only thing you carry between loops is what you learned.
Toolbox
- Unreal Engine 5
- Unity
- Blender
- Maya
- ZBrush
- Substance Painter
- Substance Designer
- Photoshop
- Illustrator
Languages: Turkish, English