Ege Barış Öncü

Technical Designer · Stockholm

Prototypes and implements his own work. Unreal and Unity, both at implementation level.

Work

Role
Game Designer and Project Manager
Owned
Core loop, and the design of the Tower Placement and Card Select Systems
Engine
Unreal Engine
Genre
Precision platformer / bullet hell
Team
2: 1 designer, 1 programmer
Dates
Jan 2024 – Jan 2025
Context
Self-directed
  • Designed the card-and-tower core loop
  • Designed the Tower Placement System
  • Designed the Card Select System
  • Wrote the system specs for implementation
  • Balanced card rarity against playtest data

A precision platformer crossed with a bullet hell, where every card you take grants a buff and adds a bullet-firing tower to the arena: you build the difficulty you then have to survive.

Read the case study
Role
Enemy design, encounter design, UI wireframes, UX flow, QA
Owned
The enemy behaviour layer and the tutorial
Engine
Unity
Genre
First-person action dungeon crawler
Team
11: 4 designers, 4 programmers, 3 artists
Duration
3 weeks
Context
Futuregames Game Project 1
  • Designed enemy behaviour and stats
  • Designed encounters and pacing
  • Built a balancing spreadsheet with a Feel Score
  • Designed the text-free tutorial

A retro-style first-person action dungeon crawler where you play a magical creature escaping a collapsing dream.

Read the case study

About

I worked in games for roughly four years across five studios before coming to Futuregames for formal training.

I spent five studios' worth of time handing specs to programmers and waiting to find out whether the design worked. Hyper-casual concepting, live feature work, level design, VR serious games built to documentation standards strict enough to pass FDA and ISO inspection. The work was good. The loop was slow.

So I learned to build the first version myself, to stop being the bottleneck in front of the programmers. A design spec is a guess until something runs. When I can get a rough version playable in an afternoon, the wrong ideas die that afternoon, and the version I hand over is one that has already survived contact with the engine.

That is the difference between the designer I was at Somnium, where I held back from prototyping to stay out of the programmers' way, and the one who built FATE's boss encounter end to end.

Professional experience

Neo Auvra Game Designer Istanbul · Jan 2024 – Jan 2025

VR serious games for cognitive assessment, training and rehabilitation. I authored documentation ahead of ISO and FDA quality inspections, contributing to the certification and approval of three games, and worked with the R&D department and scientific advisors to get research-based parameters into the designs. Prototyping in Unreal Engine 5. Led design on two athlete-focused projects.

Panda Bear Games Level/Game Designer Istanbul · Aug 2022 – Dec 2023

Sole level designer on an unreleased commercial stealth and puzzle title with psychological horror elements, in Unreal Engine 5. Worked with the programmers on enemy and NPC AI behaviour, and contributed to the inventory and puzzle systems.

Firebyte Games Game Designer Remote · May – Jul 2022

Hybrid-casual. Took lead design responsibilities after a team change: level redesign, economy balancing, and iteration on camera angles and object sizing. Designed a feature that shipped in a live update to Slice it All!

Hyper Roll Game Designer Istanbul · Nov 2021 – May 2022

Hyper-casual concepting, pitched to a partner publisher's product manager on live calls. Worked in Unity to iterate on concepts selected for marketability testing, and used Machinations to calculate simple in-game economies. Several concepts were picked up under a pay-per-prototype model.

Sky Games Freelance Game Designer Istanbul · Aug – Nov 2021

Hyper-casual trend analysis and concept pitching, using Sensor Tower and App Annie (later data.ai, now part of Sensor Tower) to support concept decisions.

Engines & tools

Engines Unreal Engine 5 · Unity
Technical design Gameplay Ability System · State Trees · Blueprint · Machinations · systems balancing in spreadsheets
Programming C# · Blueprint · Angelscript (Hazelight's Unreal fork)
Production Jira · Confluence · Trello · Git and GitHub · kanban · Google Workspace
Languages Turkish (native) · English (fluent)

Get in contact.