I’m a senior Unreal Engine programmer with 9+ years shipping games across PC, VR, Android, and iOS. I build modular, extensible gameplay systems, the in-editor tools designers use to author them, and the polished UI that surfaces them. I’m comfortable extending commercial engines and plugins and working low-level in C++, including physics, collision, multithreading, and GPU profiling. I currently lead development on two titles, Tales of the Trade and Devil of the Plague, focusing on GAS-based gameplay, AI, UI, and network replication, with constant profiling in Unreal Insights. I’m deeply involved across the gameplay stack—from GAS and AI to animation, UI, and multiplayer replication. I enjoy crafting robust tooling, data-driven systems, and scalable architecture, and I guide teams through technical challenges with hands-on coding, reviews, and documentation.

Kemal Erdem Yilmaz

I’m a senior Unreal Engine programmer with 9+ years shipping games across PC, VR, Android, and iOS. I build modular, extensible gameplay systems, the in-editor tools designers use to author them, and the polished UI that surfaces them. I’m comfortable extending commercial engines and plugins and working low-level in C++, including physics, collision, multithreading, and GPU profiling. I currently lead development on two titles, Tales of the Trade and Devil of the Plague, focusing on GAS-based gameplay, AI, UI, and network replication, with constant profiling in Unreal Insights. I’m deeply involved across the gameplay stack—from GAS and AI to animation, UI, and multiplayer replication. I enjoy crafting robust tooling, data-driven systems, and scalable architecture, and I guide teams through technical challenges with hands-on coding, reviews, and documentation.

Available to hire

I’m a senior Unreal Engine programmer with 9+ years shipping games across PC, VR, Android, and iOS. I build modular, extensible gameplay systems, the in-editor tools designers use to author them, and the polished UI that surfaces them. I’m comfortable extending commercial engines and plugins and working low-level in C++, including physics, collision, multithreading, and GPU profiling. I currently lead development on two titles, Tales of the Trade and Devil of the Plague, focusing on GAS-based gameplay, AI, UI, and network replication, with constant profiling in Unreal Insights.

I’m deeply involved across the gameplay stack—from GAS and AI to animation, UI, and multiplayer replication. I enjoy crafting robust tooling, data-driven systems, and scalable architecture, and I guide teams through technical challenges with hands-on coding, reviews, and documentation.

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Experience Level

Expert
Expert
Expert
Expert
Expert

Language

Turkish
Fluent
English
Advanced

Work Experience

Founder & Lead Unreal Engine Developer at Moon Punch Software Technologies
January 1, 2022 - Present
Independent Unreal Engine studio delivering contract development and original shipped titles. Lead technical direction, set coding standards, and drive core gameplay architecture for multiple projects while mentoring a remote team.
Outsourced UE Development at Kevuru Games
May 1, 2022 - Present
Deliver Unreal Engine development across rotating client projects and genres. Ramp quickly into unfamiliar codebases, profile and optimize with Unreal Insights, perform code reviews, and hand off systems to clients and teams.
Senior Game Developer at Kontra Games
June 1, 2021 - May 31, 2022
Led development and design of a story-driven, semi-open Metroidvania in Unreal Engine. Defined software architecture, tooling strategy, and drove codebase integrity and tooling decisions; owned source-control strategy and produced specifications.
Game Developer at Gamecan
February 1, 2021 - June 1, 2021
Developed multiplayer features in Unreal Engine 4; integrated PlayFab for backend/live-ops; designed and implemented advanced multiplayer AI; built UMG interface systems and documented systems for the team.
Game Developer at Dof Robotics
February 1, 2020 - February 28, 2021
Built a VR multiplayer combat experience and engineered networked multiplayer across motion/VR hardware. Tackled production C++ tasks, GPU profiling, multithreading, physics, and collision to sustain frame budgets for VR comfort.
Game Developer at Alko Soft
June 1, 2019 - February 29, 2020
From-scratch mobile real-time multiplayer arena brawler in Unreal Engine; implemented Photon-based real-time multiplayer for mobile; delivered the project from concept to ship (later acquired).
Game Developer at Fatalitech - Indie Developer Team
September 1, 2017 - June 30, 2019
Indie developer building gameplay, AI, and systems in Unreal Engine (Blueprints & C++) in collaboration with artists and designers.

Education

Computer Programming (Distance Education) at Celal Bayar University
January 1, 2018 - December 31, 2020
Graphic Design at Firat University
January 1, 2015 - December 31, 2017

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Software & Internet, Media & Entertainment

Experience Level

Expert
Expert
Expert
Expert
Expert

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