Hi there, I am Furkan Canturk, a Unity gameplay systems programmer and designer with 2+ years of experience in C# and rapid prototyping. I build AI behaviour, simulations, and multiplayer systems. Previously worked as an intern at Phantom Compass.
I published 2 Unity Assets including an AI Behaviour system on the Unity Asset Store, released Block Breakout on Google Play, and wrote Ordeal, a gamified fitness system available on Amazon and Gumroad. In total I shipped 14+ games and projects across game jams, simulations, and commercial releases.
Based in Kitchener, Ontario. Open to gameplay programming and design roles, with a PGWP.
A 3D microscopic strategy game set inside a blood vessel. Players spend DNA to spawn bacteria and white cells against the opposing pathogenic faction, buying permanent upgrades and switching between a top-down command view and an interior camera. Custom assets modelled in Maya, built in Unity URP.
Technical BreakdownSocial multiplayer RPG built on feudal power dynamics. Players vote, conspire, and overthrow each other to claim the crown. Two factions of up to four, built in Unity 6 on Photon Fusion 2 with a host/client model: clients predict movement and attacks locally while the host remains the only authority on damage, roles, and crown ownership. Not publicly playable. Builds available on request.
Technical BreakdownA real time natural selection sandbox where you set the ocean, not the creature. Six genes feed a per tick energy equation, so cells that profit divide and the rest starve. The three domains of life emerge from mutation and competition, or they fail to.
A relativity simulator running exact Lorentz factors, not approximations. Velocity is stored as its complement to hold precision near light speed. Ship time runs as proper time while Earth races ahead, shown on two clocks and two calendars.
An interactive Drake Equation simulator inspired by Carl Sagan's Cosmos. Players adjust variables to estimate extraterrestrial civilizations across the Milky Way, browsing a procedural catalogue of alien entries. Built in Unity with 3D space visuals.
Technical BreakdownAn arcade paddle game built in Unity and my first release to the Google Play Store. Scoring, difficulty curves, and power-up values are driven by CSV data read at runtime, so tuning never required a rebuild. Getting it live meant Android build settings, keystore signing, and working through internal testing, open testing, and production under Play Console policy.
A fast-paced top-down action RPG built in 5 days for a game jam. You play the Void Wraith, unlocking and upgrading 7 abilities across 15 levels while racing to destroy the Void Crystal before it charges. All sprites drawn in Photoshop, with 2D URP lighting built from scratch.
Post MortemA 3D FPS/Strategy hybrid built in 35 hours for GMTK Game Jam 2026. Players fly a jetpack, switch between three weapons: a single-shot rifle, an automatic rifle, and an AoE blaster. Build and defend Rigs to collect energy, and defend the Nexus against orcs and alien soldiers.
Group Game Jam about an endless platformer where you control your penguin on a sled and overcome obstacles to reach as many houses as you can, and claim powerups! Made in Unity with a team of 3-4 people.
A game about death built in 10 hours, what does it feel like when a perspective permanently closes?
A Unity 2D local multiplayer PVP game with split-screen for two players on a single keyboard. Handles per-player input mapping and separate camera viewports.
A game jam made with Unity that introduces an automation experience, where players can build and manage their own mining operations.
A 3D Unity project built around enemy AI. Enemy decision-making runs on state machine behaviours, and movement animation is driven by a blend tree that transitions between idle, walk, and run based on input.
A 3D level design project built around a gameplay loop of exploration and key collecting. Layout, puzzle placement, pacing, materials, and texturing all done in Unity and ProBuilder. My strongest level design work.
A complete Photon Fusion 2 multiplayer network setup with lobby system: ready to integrate into your Unity project. Saves hours of boilerplate networking code.
A complete NavMesh NPC AI and Player controller setup: fully animated, ready to retarget onto any Humanoid or Mixamo model. Saves hours of AI behaviour and animation setup.
A gamified functional fitness progression system featuring 64 trials, difficulty tiers, achievement tracking, and seasonal scoring. Available on Gumroad and Amazon.
Crown of Domination is my passionate design idea and my capstone project: a 4v4 social multiplayer RPG game about social power fantasy, influence and control.
ReadErebus was supposed to be one of the weekly jams in my Game Design program. It took me 2 days, and around 12+ hours to build it, relatively short for a visually appealing game.
ReadRealms of Uldar: Void Crystal is a fast-paced top-down action RPG built for a game jam and a passionate idea, roughly in 5 days, and around 27 hours of development time.
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Phantom Compass – Junior Developer Internship (March–April 2026)
Conestoga College – Game Design Diploma (2024–2026) - Kitchener, ON
Coursera - C# Programming for Unity Game Development Online Certificate (2023)