Faruk Yıldırım
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.
Professional Experience
Vasanta
Job Title: Lead Programmer
Responsibilities:
- Leading development of an ARPG project as a generalist programmer
- Project coordination and technical architecture design
- System optimization and implementation
Marketplace Development
Unreal Engine Marketplace Developer
- Actor Register System - Code plugin for efficient actor management
- AttributeSystem - Comprehensive Blueprint pack for character attributes
- Character LOD Manager - Code plugin for distance-based LOD optimization
- Tick Batching (Aggregator) - Performance optimization system
Gamegine Games
Job Title: Lead Programmer (Good Kill! Project)
Responsibilities:
- 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
Job Title: Senior Programmer
Projects:
- Developed ARPG demo featuring advanced combat mechanics and Gameplay Ability System
- Created "Tears of Steel" demo (unreleased) with innovative gameplay mechanics
- Implemented comprehensive Chaos Destruction system
- Developed Action-Adventure demo based on Tarkan comic series, featuring dynamic combat and storytelling elements
- 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
Technologies Used: Unreal Engine, C++, Perforce, PCG
Navras Academy
Job Title: Educator
Responsibilities:
- 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
Personal Projects
- 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, each type presents unique challenges and gameplay opportunities.
- Alex Awakening - An AA-level action-adventure game with advanced gameplay mechanics and immersive storytelling.
- Ruins of Eternity - An Open Source action-adventure game (hobby project).
Unreleased Projects & Systems
- Yedikule Zindanları - A horror game based in the historical Seven Tower Dungeons, featuring paranormal elements and Turkish historical context.
- 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.
Commercial Projects
- Good Kill! - Gameplay programming, profiling and optimization, animation programming, AI systems
Skills
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
- Unreal Engine Marketplace Development
Hobbies
- Playing video games
- Travelling
- Favorite Games: World of Warcraft, The Last of Us series, Tomb Raider series, Red Dead Redemption 2, Ori and the Will of the Wisps