Egehan EMRE

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Welcome to my digital playground. I'm Egehan, a seasoned game programmer, driven by a lifelong love for games. My mission is to create immersive experiences that evoke the same wonder and joy i felt growing up.

Here are my projects! Click to navigate




Gunslinger

A Roguelike, Turn-Based Card Game


Introduction

Gunslinger is a Roguelike, Turn-Based Card game, heavily inspired by Slay the Spire. This project was developed over the course of one month as the final project for the Google Oyun ve Uygulama Akademisi , with a two-person team consisting of myself as the programmer and an artist. The goal was to create a unique card-based game experience that blends deck-building mechanics with turn-based combat, offering players strategic choices as they progress through procedurally generated stages.

During this project, I learned how to implement core game systems, including card mechanics, a turn-based combat system, and a procedural map with stages and progression. I also tackled various technical challenges such as storing card data, managing player and enemy game states, and ensuring smooth transitions between different phases of the game.

1. Turn-Based Combat System

Implemented a turn-based combat system where each card represents an action or bullet type, which is added to the player’s magazine. At the end of each turn, all bullets are fired based on player choices.

Designed enemy action anticipation mechanics, allowing players to counter enemy moves by strategically placing bullets, adding tactical depth to combat.

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2. Combat Mechanics

Developed the card system with three card types: attack, effect, and buff. Implemented logic to allow players to customize and enhance their deck through combat rewards and item drops.

Programmed the combat manager to control enemy AI behavior, manage player turns, and handle the logic for firing bullets and applying effects. Implemented a turn manager that governs the flow of combat, ensuring that both player and enemy actions are executed in the correct sequence with all interactions processed accurately.

3. Map Algorithm

Designed and coded a procedural map generation system to ensure varied gameplay in each run. The algorithm dynamically places nodes, representing different challenges and rewards, allowing for diverse paths through the game world.

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Scale Mage

A Survival Game made for GMTK2024 Jam


Introduction

As part of a 6-person team for the GMTK Game Jam, we developed a game based on the theme "Built to Scale." The goal of the game was to creatively incorporate scaling mechanics as part of the core gameplay experience. I took on the role of a gameplay programmer, where my primary contribution was designing and implementing a shrink gun mechanic. This mechanic allowed players to shrink objects within the game world, adding both puzzle-solving elements and interactive gameplay based on size manipulation.

Mechanics

My primary responsibility was designing and implementing the shrink gun mechanic, which allowed players to shrink objects in the environment. This added a layer of interactive gameplay, allowing players to solve puzzles by resizing objects.

Additionally, I designed a damage system that calculated damage to enemies based on both the scale and velocity of the objects thrown at them. This system added a physics-based combat element, rewarding players for their skill in managing object size and throwing speed to deal more damage.

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Angry Rocket

AngryBirds with Rockets


Introduction

In this one-week project, I developed a game inspired by Angry Birds, but with a twist—bringing the concept into a 3D space. The core gameplay involves throwing various types of rockets that explode on impact, across 8 distinct levels. The objective is to gain 3 stars and score points based on your performance in each round.

Mechanics

In this game, I implemented three different colored tower pieces, similar to Angry Birds, which players can destroy using various rockets. These towers add a puzzle-like element to the levels, challenging players to find the best angles and rockets to topple them efficiently. Additionally, I designed two distinct enemy types, each with varying HP values, requiring players to adjust their tactics and make strategic choices.

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Void Survivor

Survival Game for Godot Wildjam #69


Introduction

For Godot Wild Jam, I developed a survival game where players take control of a ship under constant enemy attack. The core gameplay revolves around managing the ship's power system, as the player must quickly allocate power to different parts of the ship to fend off incoming threats. With three distinct control panels on the ship, players must strategically decide which systems—such as weapons, shields, or engines—get the most power to survive the onslaught.

Mechanics

I implemented glowy particles, bloom effects, and enemy attack animations to enhance visual feedback and immersion in the game. These effects supported the core survival mechanics, where players manage power distribution to different ship systems to defend against enemy attacks.

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Galton Board

Galton Board Simulation in Unity


Introduction

As part of a one-day project for my physics class, I developed a Galton board simulation in Unity. This project aimed to demonstrate the principles of probability and physics, visualizing how small variations can lead to a normal distribution as balls bounce through a grid of pegs.

Mechanics

The simulation features 2000 balls that fall into the board, effectively demonstrating the concept of probability. As the balls navigate through the pegs, their paths illustrate how random processes can result in a predictable distribution.

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Keyboard Tennis

Steam game with PolygonSoft


Introduction

I contributed to the development of Keyboard Tennis for 4 months while i was working at PolygonSoft, a keyboard-based tennis game published on Steam by PolygonSoft Games. The game provides both fun and competitive experiences, challenging players to return the ball to their opponents with speed and precision.

Mechanics

I developed various mini-game implementations, including a word game and a score leaderboard, while also implementing a multiplayer mode for real-time competition. Additionally, I designed a power-up system to add variety and strategic depth to the gameplay. For the ball mechanics, I focused on throwing balls into the enemy's keyboard with trail effects, and I created a dynamic camera system that follows the action, ensuring a clear view of both the ball and players. The game also features language support for different keyboard layouts.

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Coding Skills

  • C
  • C++
  • C#
  • JavaScript
  • GDscript

Others

  • Unity
  • Godot
  • Git
  • OpenGL
  • Movavi

School

2022 - Present

University - Bozok University


Computer Engineering Student - 3rd Year

Currently focusing on C#, C++, Engine Developement and Unity Engine

Additional Courses

2024

Unity Technologies - Programmer


Learned to write scripts in C# to create interactive experiences with the Unity Editor.

"Click to see my certificate"
2024

Google - Game Development


Gained knowledge of various software topics relevant to game development.

"Click to see my certificate"
2023

Harvard - CS50


Learned the fundamentals of computer science and programming.

"Click to see my certificate"
2014

CoderDojo


Acquired foundational programming skills designed for kids.

My Work Experience

2024.03 - 2024.07

Gameplay Programmer


I've worked for PolygonSoft Games and published "KeyboardTennis" on Steam.

2018 - 2021

Video Editor


I've worked for streamers on Twitch such as "k3soju" and different content creators such as "Burhi" on Youtube.