Senior Software Engineer specializing in gameplay and core systems with 5+ years of professional experience across AAA, MMORPG, and mobile games. I’ve contributed to Total War: Warhammer III (core game and DLCs), led major system rewrites for Scars of Honor MMORPG, and shipped 5+ commercial mobile titles, including live games with 50M+ downloads. My strength is end-to-end ownership of complex systems, from architecture and data design to performance optimization and long-term maintainability. I’ve re-architected legacy systems, built data-driven frameworks, and delivered performance-critical features used across entire projects. I’m most effective in remote-first, cross-disciplinary teams, working closely with designers and artists to ship scalable, production-ready systems.

Alper Canal

Senior Software Engineer specializing in gameplay and core systems with 5+ years of professional experience across AAA, MMORPG, and mobile games. I’ve contributed to Total War: Warhammer III (core game and DLCs), led major system rewrites for Scars of Honor MMORPG, and shipped 5+ commercial mobile titles, including live games with 50M+ downloads. My strength is end-to-end ownership of complex systems, from architecture and data design to performance optimization and long-term maintainability. I’ve re-architected legacy systems, built data-driven frameworks, and delivered performance-critical features used across entire projects. I’m most effective in remote-first, cross-disciplinary teams, working closely with designers and artists to ship scalable, production-ready systems.

Available to hire

Senior Software Engineer specializing in gameplay and core systems with 5+ years of professional experience across AAA, MMORPG, and mobile games.

I’ve contributed to Total War: Warhammer III (core game and DLCs), led major system rewrites for Scars of Honor MMORPG, and shipped 5+ commercial mobile titles, including live games with 50M+ downloads.

My strength is end-to-end ownership of complex systems, from architecture and data design to performance optimization and long-term maintainability. I’ve re-architected legacy systems, built data-driven frameworks, and delivered performance-critical features used across entire projects.

I’m most effective in remote-first, cross-disciplinary teams, working closely with designers and artists to ship scalable, production-ready systems.

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Experience Level

Expert
Expert
Expert
Expert
Expert
Expert
Expert
Intermediate
Intermediate
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Language

Turkish
Fluent
English
Fluent
Russian
Intermediate

Work Experience

Indie Game Developer at Self-Employed
April 1, 2024 - Present
Developed and published multiple mobile titles (Zombie Strike, Fish Factory, Age of Warlords) achieving strong early metrics (CPI, retention). Delivered indie projects published by Azur Games and Moonee. Architected a AAA-quality co-op FPS Survival game with modular systems, procedural animations, and data-driven gameplay framework. Released a public demo showcasing scalable FPS framework and data-driven architecture.
Unity Developer | Contractor at Unico Studio
July 31, 2022 - October 2, 2025
Led development and optimization of live mobile titles, including Who Is? (50M+ downloads), reducing startup time by 60% (9s to 3s) through refactoring prefab initialization and core systems. Built 2D Renderer and Physics System for Last Agent (Steam | Mobile) with DOTS/ECS, handling 1000+ simultaneous physics instances with collisions on low-end mobile devices maintaining 60 FPS. Built core game structures of an AFK MMO game, structuring scalable data definitions for characters/skills, and integrating Nakama for multiplayer with Facebook authentication. Integrated and managed monetization/analytics SDKs (MAX, Facebook, Adjust, Firebase, etc.).
UI/Gameplay Programmer at Creative Assembly
July 31, 2022 - October 2, 2025
- Developed UI features for Total War: Warhammer III (C++, PC). - Engineered a full refactor of Mercenary Recruitment System using data-oriented approach, reducing iteration time for new unit types from 1-2 days to under 30 minutes and allowing designers to make changes independently. - Modernized and migrated legacy Warhammer II systems into Warhammer III, refactoring with modern C++ practices to improve maintainability and reduce technical debt. - Resolved 100+ pre/post-release Warhammer III bugs across UI, Gameplay, Battle, and Engine systems including long-standing issues that had persisted through multiple development cycles. - Delivered key UI features for 'Warriors of Chaos' DLC enabling new gameplay mechanics.
Senior Software Engineer at Beast Burst Entertainment
October 1, 2025 - Present
Designed and implemented client-server gameplay systems for Scars of Honor MMORPG, working across a custom authoritative C++ server engine integrated with Unity (C#) client architecture. Re-architected Inventory, Bank, and Vendor systems, significantly improving maintainability and feature iteration speed through a clean MVP architecture (Zenject, UniRx). Designed and implemented shared core systems (Tooltips, advanced Keybinding/Input system). Led architectural refactoring of legacy UI code, aligning codebase with SOLID principles to enable safer long-term scalability.
Freelance/Indie Game Developer at Self-Employed
June 1, 2024 - September 1, 2025
Developed and published multiple mobile titles (Zombie Strike, Fish Factory, Age of Warlords) achieving strong early metrics (CPI, retention). Delivered indie projects published by Azur Games Interactive and Moonee. Architected a AAA-quality co-op FPS Survival game from the ground up with modular systems, procedural animations, and data-driven gameplay framework.
Game Developer / Contractor at Unico Studio
January 1, 2021 - July 1, 2022
Led development and optimization of live mobile titles, including Who Is? (50M+ downloads), reducing startup time by 60% (9s to 3s) through refactoring prefab initialization and core systems. Designed and implemented 2D Renderer and Physics System for Last Agent (Steam | Mobile) with DOTS/ECS, handling 1000+ simultaneous physics instances with collisions on low-end devices while maintaining 60 FPS. Built core structures for an AFK MMO, structuring scalable data definitions for characters/skills, and integrating Nakama for multiplayer with Facebook authentication. Integrated monetization/analytics SDKs (MAX, Facebook, Adjust, Firebase).
UI/Gameplay Programmer at Creative Assembly
August 1, 2021 - July 1, 2022
Developed UI features for Total War: Warhammer III (C++, PC), adapting to a complex legacy codebase and proprietary engine to deliver core UI contributions and post-launch DLC features. Engineered a data-oriented refactor of the Mercenary Recruitment System, reducing iteration time for new unit types from 1–2 days to under 30 minutes. Modernized and migrated Warhammer II systems into Warhammer III, improving maintainability and reducing debt. Resolved 100+ UI/Battle/Engine bugs across multiple releases and delivered UI features for Warriors of Chaos DLC.
Freelance/Indie Game Developer
June 1, 2024 - September 1, 2025
Developed and published multiple mobile titles (Zombie Strike, Fish Factory, Age of Warlords) achieving strong early metrics (CPI, retention). Architected a AAA-quality co-op FPS Survival game from the ground up with modular systems, procedural animations, and a data-driven gameplay framework.
Game Developer | Contractor at Unico Studio
January 1, 2021 - July 1, 2022
Led development and optimization of live mobile titles, including Who Is? (50M+ downloads), reducing startup time by 60% (9s to 3s) through refactoring prefab initialization and core systems. Designed and implemented 2D Renderer and Physics System for Last Agent (Steam | Mobile) with DOTS/ECS, handling 1000+ simultaneous physics instances with collisions on low-end mobile devices maintaining 60 FPS. Built core game structures of an AFK MMO game, structuring scalable data definitions for characters/skills, and integrating Nakama for multiplayer with Facebook authentication. Integrated and managed monetization/analytics SDKs (MAX, Facebook, Adjust, Firebase, etc.).
UI/Gameplay Programmer at Creative Assembly
May 1, 2024 - Present
Developed UI features for Total War: Warhammer III (C++, PC), rapidly adapting to a complex legacy codebase and proprietary engine to deliver contributions to core systems and post-launch DLCs. Engineered a full refactor of Mercenary Recruitment System using a data-oriented approach, reducing iteration time for new unit types from 1-2 days to under 30 minutes and enabling designers to make changes independently. Modernized and migrated legacy Warhammer II systems into Warhammer III, refactoring with modern C++ practices to improve maintainability and reduce technical debt. Resolved 100+ pre/post-release Warhammer III bugs across UI, Gameplay, Battle, and Engine systems. Delivered key UI features for Warriors of Chaos DLC enabling new gameplay mechanics.

Education

BS in Computer Engineering at Middle East Technical University
January 1, 2015 - January 1, 2020
BSc in Computer Engineering at Middle East Technical University
January 1, 2015 - January 1, 2020
BSc in Computer Engineering at Middle East Technical University
January 1, 2015 - January 1, 2020

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Software & Internet, Media & Entertainment

Experience Level

Expert
Expert
Expert
Expert
Expert
Expert
Expert
Intermediate
Intermediate
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