Faruk Yıldırım · Senior Gameplay Programmer

Unreal Engine. C++. Gameplay.

I build gameplay architecture, combat and AI systems for FPS, ARPG and horror games. Lead programming contributions to Night Record: Thin Walls and Good Kill!, plus open-source C++ tools for Unreal Engine developers.

Unreal Engine 5C++BlueprintsGameplay Ability System (GAS)

Featured projects

Projects →

Coldwater Hollow

My active solo horror project: a lakeside night shift, everyday responsibilities, and a growing sense that something is wrong.

Tools for developers

GitHub ↗

Open-source tools built around problems I encounter in game development. I also publish plugins and developer tools on Fab under Auralis. My Fab storefront ↗

Faruk Yıldırım

Senior Gameplay Programmer | Unreal Engine / C++

I am an Unreal Engine gameplay programmer based in Bolu, Türkiye. My work covers C++, Blueprints, Gameplay Ability System (GAS), combat, enemy AI and procedural animation. At Althera Games, Vasanta Global and Gamegine Games, I have combined hands-on development with gameplay architecture and technical leadership.

My portfolio includes Night Record: Thin Walls, released on Steam, and Good Kill!, available in Steam Early Access. I am now developing Coldwater Hollow and its modular C++ NarrativeFramework. I also maintain open-source tools, publish plugins under Auralis, and have taught Unreal Engine at Navras Academy.

Experience

2025 – 2026

Althera Games

Lead Programmer

Night Record: Thin Walls

Built 3 core gameplay systems—enemy AI, chapter direction and inventory—for the horror title released on Steam in September 2026. Worked with the level designer on encounter pacing and player guidance.

2024 – 2025

Vasanta Global

Lead Programmer · Contract

Kongar: Awakening

Built the ARPG foundation across 4 areas: Gameplay Ability System integration, combat, quests and inventory. Designed the core architecture and led optimization work.

2023 – 2025

Gamegine Games

Senior Programmer / Lead Programmer

Good Kill! · NOMAD · World Generator

Led a team of up to 5 on Good Kill! (Steam Early Access). Increased frame rate from 40 to 120 FPS through LOD and texture optimization, CPU-side AI changes, object pooling and helicopter-system optimization. Also built the NOMAD demo, a robot prototype and World Generator.

2022 – 2025

Navras Academy

Unreal Engine Educator

Blueprint & programming fundamentals

Taught more than 150 students through Unreal Engine Blueprint and programming lessons, including 2 years of mentoring in game-mechanics development.

Notes from my projects

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What can we build together?

Let’s talk about game development, technical collaboration, and tools.

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