Sec. 04 — The arcade

Feel is a feature.

I make games in Unity, and games made me a better engineer everywhere else. The player is the only benchmark: if it doesn't feel right in the hands, the math doesn't matter.

01

Tune by ear

Handling curves, camera lag, hit pause — the final values come from hundreds of playtests, not spreadsheets. Taste is a debugging tool.

02

Respect the session

No dark patterns, no artificial grind. A game should be generous with fun and stingy with friction. Eleven honest minutes beat two addicted hours.

03

Ship the trick

Players feel results, not techniques. The cheap shader nobody notices beats the expensive one nobody needed. Build for the screen, not the conference talk.

Field work · live GitHubAll projects
  • 01
    BlockSlide

    A Unity 6 mobile puzzle — sliding blocks, tight loops, iOS-first.

    Inkframe's BlockSlide is a Unity 6 puzzle built for App Store first. Monetization, IAP and privacy pipeline wired for shipping — game feel tuned for one-thumb sessions.

    2026 · Game DevelopmentIn progressUnity 6 / C# / iOS / AdMob / Firebase
  • 02
    GameInterviewSolutions

    A live repository from the hangar — open the source to see what it's doing.

    Pulled live from GitHub. Description pending — the code is the note.

    2026 · Game DevelopmentShippedGitHub
  • 03
    personal-site

    Emir Celik personal site — game theory × AI × interactive systems

    Emir Celik personal site — game theory × AI × interactive systems

    2026 · Game DevelopmentIn progressTypeScript
  • 04
    Lumenbra-LightAndDark-2D-Puzzle

    A live repository from the hangar — open the source to see what it's doing.

    Pulled live from GitHub. Description pending — the code is the note.

    2025 · Game DevelopmentShippedC#
  • 05
    LumenbraGameJam

    A live repository from the hangar — open the source to see what it's doing.

    Pulled live from GitHub. Description pending — the code is the note.

    2025 · Game DevelopmentShippedGitHub