Unity Gameplay Systems Designer and Programmer
I'm Furkan Canturk, a Unity gameplay systems designer and programmer with 2+ years of experience in C# and rapid prototyping. I previously worked as a junior developer intern at Phantom Compass.
I have shipped 14+ games and projects across game jams, simulations, and commercial releases. They include two Unity Asset Store packages, Block Breakout on Google Play, and ORDEAL, a gamified fitness system sold on Amazon and Gumroad. I'm now working toward a Steam release of Bloodstream, a microscopic strategy game set inside blood vessels between immune cells and pathogens.
Based in Kitchener, Ontario. Open to gameplay programming and design roles.
A 3D microscopic strategy game set inside blood vessels between immune cells and pathogens. Players spend DNA to spawn bacteria and white cells against the opposing faction, buy permanent upgrades, and switch between a top-down command view and an interior camera. I modelled the custom assets in Maya and built the game in Unity URP.
Technical BreakdownA social multiplayer RPG built on feudal power dynamics, where players vote, conspire, and overthrow each other to claim the crown. Two factions of up to four players, built in Unity 6 on Photon Fusion 2. Clients predict movement and attacks locally, while the host stays the only authority on damage, roles, and crown ownership. Not publicly playable; builds are available on request.
Technical BreakdownA Photon Fusion 2 network setup with a lobby system, ready to drop into a Unity project. It saves hours of boilerplate networking code.
A fully animated NavMesh NPC AI and player controller that retargets onto any Humanoid or Mixamo model. It saves hours of AI behaviour and animation setup.
A gamified functional fitness progression system with 64 trials, difficulty tiers, achievement tracking, and seasonal scoring. It is available on Amazon and Gumroad.
Crown of Domination is my passionate design idea and my capstone project: a 4v4 social multiplayer RPG game about social power fantasy, influence and control.
ReadErebus was supposed to be one of the weekly jams in my Game Design program. It took me 2 days, and around 12+ hours to build it, relatively short for a visually appealing game.
ReadRealms of Uldar: Void Crystal is a fast-paced top-down action RPG built for a game jam and a passionate idea, roughly in 5 days, and around 27 hours of development time.
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