Faruk Yıldırım

Senior C++ / Unreal Engine Developer

Pro Profile

My programming journey began with game hacking, but I quickly decided to channel my passion into game development instead. Currently, I'm deeply engaged in studying the Unreal Engine source code to understand its core mechanics and working extensively with the Gameplay Ability System. I possess comprehensive knowledge in animation programming, shaders, and various aspects of Unreal Engine. I develop high-level game mechanics and systems using both C++ and Blueprint in Unreal Engine. My goal is to continuously apply my expanding knowledge to create high-quality and innovative games. With extensive experience in both low-level and high-level programming, I bring a unique perspective to game development challenges.

Vasanta Global

Lead Programmer

  • Leading development of an ARPG project as a generalist programmer
  • Project coordination and technical architecture design
  • System optimization and implementation
  • Large-scale map optimization (16km²)
  • Foliage and Nanite optimization
  • GameplayAbilitySystem integration and implementation
  • Quest system development
  • Inventory system implementation
  • Horse riding mechanics programming
  • Boss battle systems and mechanics
Unreal Engine C++ GAS Optimization

Marketplace Development

Unreal Engine Marketplace Developer

Actor Register System

Code plugin for efficient actor management

AttributeSystem

Comprehensive Blueprint pack for character attributes

Unreal Engine C++ Blueprint Marketplace

Gamegine Games

Lead Programmer (Good Kill! Project)

  • Designed and implemented software architecture for the project
  • Developed high-performance AI systems with optimized CPU usage
  • Programmed AI character animations and behavior systems
  • Led and managed junior and mid-level developers
  • Conducted optimization and performance improvements
  • Handled bug fixes and quality assurance
  • Assigned and managed tasks across development team
  • Mentored junior developers on technical implementation
  • Resolved complex technical challenges and bottlenecks

Senior Programmer

  • Developed "NOMAD" ARPG demo featuring advanced combat mechanics and Gameplay Ability System
  • Created robot-themed game demo (unreleased) with innovative gameplay mechanics
  • Developed Action-Adventure demo based on Turkish comic series, featuring dynamic combat and storytelling elements
  • Implemented advanced animation programming techniques and Gameplay Ability System across all projects
  • Led R&D project "World Generator":
    • Developed rapid world generation system using LandscapePatch for terrain creation
    • Implemented PCG (Procedural Content Generation) for dynamic vegetation distribution
    • Created parametric control systems for landscape and environmental features
    • Designed and implemented dynamic weather system with customizable parameters
Unreal Engine C++ PCG AI Animation GAS

Navras Academy

Educator

  • Conducted Blueprint coding and fundamental programming lessons using Unreal Engine
  • Taught programming to individuals with no prior experience
  • Explained and demonstrated how to write game mechanics and other essential gameplay features
  • Provided mentorship to students for 1.5 years
Unreal Engine Blueprint Education Mentoring
Bellringer Project

Bellringer Project

Singleplayer horror game based on an AudioObservation system. Players must navigate through the game without making sound, with a story-driven experience.

Horror AudioObservation In Development
Zygora Survival Protocol

Zygora Survival Protocol

A survival game featuring unique mutation mechanics where infected humans exhibit different levels of intelligence and abilities, from basic zombie-like creatures to highly intelligent mutated beings.

Survival Mutation Design Phase
Alex Awakening

Alex Awakening

An AA-level action-adventure game with advanced gameplay mechanics and immersive storytelling. Infrastructure has been established, but development is currently on hold.

Action-Adventure AA-level On Hold
Good Kill!

Good Kill!

Commercial project featuring gameplay programming, profiling and optimization, animation programming, and AI systems.

Commercial Released

Unreleased Systems

NPC Memory System

Advanced AI system featuring emotional bonding mechanics, allowing NPCs to form memories, develop emotional responses, and maintain persistent relationships with players. Includes anger, affection, and various emotional states that influence NPC behavior.

Utility AI System

Sophisticated decision-making system for NPCs using utility theory, enabling dynamic behavior selection based on multiple weighted factors and environmental conditions. The system allows for complex decision trees and adaptive AI responses.

Enhanced AIPerception System

Extended Unreal Engine's AIPerception system with a new Smell Sense capability. Implementation includes scent trails, dissipation mechanics, and environmental factors affecting scent propagation, allowing AI to track and respond to olfactory stimuli.

Technical Skills

C++
Unreal Engine
Gameplay Ability System
Performance Optimization
Animation Programming
AI Programming
Gameplay Systems Design
Shader Programming

Art & Design Skills

Blender (Basic)
Cascadeur (Basic)
Environment Art & Level Design

Tools & Software

Visual Studio
Perforce & Git & Diversion
Unreal Engine Marketplace Development
RuntimeVertexPaint

RuntimeVertexPaint

System for modifying static mesh vertex colors at runtime in Unreal Engine. Used for dynamic vertex painting, altering surface appearance, showing damage, snow accumulation, mud, blood stains, and similar effects.

MIT License Vertex Painting
Dismemberment

Dismemberment

Advanced dismemberment system featuring dynamic limb separation, weapon dropping, and customizable body part data.

MIT License Physics
EnhancedTick

EnhancedTick

Optimized tick management solution, allowing for cache-coherent batching of tick operations to significantly improve performance in scenes with many ticking components.

MIT License Performance
ObjectRecycler

ObjectRecycler

High-performance, modular, and Blueprint-friendly object pooling system.

MIT License Optimization
Mechanics-Academy

Mechanics-Academy

Comprehensive collection of beginner-friendly Unreal Engine mechanics and examples.

MIT License Educational
LODManager

LODManager

Plugin for automatic character LOD management, optimizing performance through dynamic mesh, visibility, and physics adjustments.

MIT License Optimization
Ruins of Eternity

Ruins of Eternity

Open Source action-adventure game (hobby project).

MIT License Game