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Okan Tekin

Driven and ambitious game designer, fast at learning and able to adapt to any situation. 1.5 years of experience in UX design and specialized in Game, Systems & Tech Design with 2 years of professional experience. Dedicated to being the best team player and committed to every project like it’s my own.

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Currently employed at Fusion Interactive.

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Highlighted projects

Mount & Blade II: Bannerlord

Strategy RPG

MountBladeIIBannerlord

Dune Strider

Strategy RPG

Dune Strider Gameplay

Cyber Clutch: HIN

Arcade Combat Racer

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Games

Cyber Clutch: HIN

Genre: Arcade Racer, Multiplayer

Roles & Responsibilities:

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I got tasked with improving the vehicle physics and behavior.

Once the vehicle behavior was at a satisfying state, I started working on improving combat and improving catch up mechanics.

 

I revamped the ability system which was built in GAS and introduced the pickup ability system, where players can pick up abilities on the track to use in combat. This mechanic also aided players to catch up easier to the other racers who are ahead of them.

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All systems also needed to work in multiplayer, which gave me the opportunity to learn replication on servers. â€‹

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In progress

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Gameplay and Systems Designer

August 2023 - Present

Games

Astrochef

Genre: VR Simulation, Arcade & CoOp

Roles & Responsibilities:

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I began working on Astrochef at the concepting phase, where I designed and prototyped moment-to-moment gameplay experiences. Throughout development I have collaborated with different departments, and rapidly iterated on the design of the game systems.

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This project allowed me to hone my VR game development skills in Unreal Engine 5, creating various VR interactions and systems.

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The Co-Op aspect of the game led me to rethink its design, enhancing its replayability for the Co-Op game mode. For this mode, I designed and integrated various cooperative gameplay interaction variations. Both players must work together, with the second player guiding the first using a manual outside of VR.

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In the submission phase, I designed and balanced the gameplay systems' difficulty settings across the game's progression.

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In progress

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Gameplay and Systems Designer

July 2023 - June 2024

Games

Mount & Blade II: Bannerlord

Genre: Strategy, Trading, RPG 

Roles & Responsibilities:

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I started working on Mount & Blade II: Bannerlord to investigate irregularities and possible improvements in the Combat AI system. Once this research was completed, I condensed the information into a document, which I communicated with the Combat team on areas of improvement. They took the feedback and improved on the areas.

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I researched clarity and accessibility in combat, which resulted in a proposal to our main stake holder to improve unit gear. I created a document that would be handed to the art team to improve the gear.

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I researched the influence economy system to resolve inflation of the resource possessed by the AI. Whilst working on this I used existing tools that aided in my data gathering, and I requested tools that would make the data gathering more efficient.​

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Game content and Systems Designer

September 2022 - June 2023

Dune Strider

Genre: Strategy, Trading, RPG 

Roles & Responsibilities:

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As a Gameplay and Systems Designer on the Dune Strider project, I devoted half my time to team management and half to my role as a designer. I was responsible for defining the player camera and movement, as well as the overall combat concept, through the creation of concepts and prototypes. I ensured effective communication and alignment of the team vision.

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I implemented the Unreal Gameplay Ability System, including pipelines, and created guidelines and technical design documents for the team's designers. I also designed and established the combat system, producing comprehensive technical design documents to guide development.

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I conducted research to establish the visual guidelines for the game's UI, then implemented it using the UINav plugin.

As part of my role as a combat designer, I conceptualized and brought to life a boss fight that served as the climax and primary goal for the player. This involved designing behaviors, animations, and all other necessary elements.

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In addition, I played a key role in finalizing the level design, where I redesigned and improved sections that were not up to established standard by set-dressing and creation of gameplay areas.

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Combat & Systems Designer

September 2021 - July 2022

Tropical Trouble

Genre: Arcade Racing

Roles & Responsibilities:

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I worked on Tropical Trouble as a Tech/ Gameplay Designer and as a Level Designer. 

Most of my work was fulfilled on establishing the 3Cs (Camera, Character & Control) of the vehicle and exploring gameplay systems. Additionally, I designed our main level, Ruin Rush. For this, I used rational-level design practices such as paintovers, node maps, sketches, and blockouts. 

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Tech & Level Designer

November 2020 - June 2021 (7 Months)

Beanstalk Breeze

Role: Designer

Engine: Unreal Engine 4

Genre: Arcade

Platform: PC

  • Concepted game idea with team by brainstorming

  • Created camera effects and changes

  • Created challenge levels of camera change

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Safer Together

Role: Designer

Engine: Unreal Engine 4

Genre: Arcade

Platform: PC

  • Concepted game idea with team by brainstorming

  • Created game core mechanics

  • Created enemies

  • Created puzzle mechanics

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Stealth Dice

Role: Designer

Engine: Unreal Engine 5

Genre: Arcade

Platform: PC

  • Concepted game idea with team by brainstorming

  • Created ability system

  • Created enemy system and enemies

  • Created stealth system

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GameJams

Skills

Software & Tools

Game Dev
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Unreal Engine 4 - 5
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RPG Maker XP - VX - MV - MZ
Editing
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Photoshop
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Premier Pro
Project Management
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JIRA
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Monday.com
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Trello
Documentation
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Office
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Microsoft Teams
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Google Workspace
Source Control
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Perforce
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GitHub
Plastic SCM

Languages

English
Dutch
Turkish
German

Skills

Game Design

System Design

Tech Design

Level Design

User Experience

User Interface

Narrative Design

Rapid Prototyping

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Development

Visual Scripting

Source Control

Research

QA

Playtesting and Iteration

Visuals editing

Video editing

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Project Management

Agile Scrum

Waterfall

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Communication

Managing a team as a lead

Working in larger teams

Solving complications within the team

Presenting and Pitching

Using Brainstorming methods

 

Work Ethic
Working under pressure

Calm

Organized

Remote Working

Creative thinking

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Who am I?

Hey! I'm Okan


Ever since I was young I have had a love for video games and had a strong drive to create fun experiences; I always created games to play outside as a child with, my neighborhood friends and around my teenage years, I discovered the development software RPG Maker and created games in it for the majority of my teenage years.


If I had to choose a game that made me appreciate games as an art form and ignited my ambition to create videogames, it would be Final Fantasy Tactics Advance. Ever since then, I wanted to experience more and create tactical RPGs, which also sparked my passion for tabletop RPGs such as Dungeons & Dragons.

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I have studied application development, worked 1.5 year at a procurement service & project supply organization as a UI & UX designer and have finished my Game Design bachelors degree by fulfilling an internship at TaleWorlds Entertainment in 2022-2023.

Currently I'm employed as a Game Designer at Fusion Interactive.,

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Who am I
Contact
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