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I am Serdar Engin Koç and I am an experienced technical professional with experience in Unity Game Developing, recommending application changes to make more efficient programs and upgrading existing apps to make them more useful. I have experience of leading numerous projects from inception to completion, all within time and agreed budgets. I am able to keep a level head at all times, evaluate opportunities and risks and also deliver innovative new solutions to challenges. I bring strong leadership capacity, the ability to analyse services, recommend change and implement improvements. I have been using Unity for 6 years for developing applications and for my passion of games. Below are some of the projects I worked on to improve myself with use of Unity and C# coding.

Nuclear War Project

In this project I tried to understand the details of  a turn-based game by imitating the Nuclear War game in Amiga in 80s. It is designed for 4 players without any AI. Opponents can be selected from dropbox list and then actions can be used using buttons. When player has finished the other player’s turn starts and another tour starts. This turn is achieved using enums. The decrease or increase in population depends on probability. The attack or defense may work or not depending on this probability.  

Space Sim UI Project

I used Playmaker for creating UI of a Space Simulation project that resembles Stellaris. I planned to use button and other panels dynamically as the player can have different number of planets or he can add them later. The buttons are used to reach the planet information and other panels such as administration actions, planet surface to build something and stations for military actions. The challenge was to use buttons to go from one planet to other as such when one planet is seen all other planet interface would be closed. I used Playmaker as it is much easier to deal with panels and arrays, putting events to basically see the whole mechanism of the game was easier and it provided custom solutions.

PlayMaker Animator

In this project I used Playmaker for movement, animation and particle effects of character. I created zoom on character at anytime as well as camera following the player with easy commands on playmaker. Also I combined particle systems with animations for spell-like effects. The character can run and keep the same animations as well as facing the mouse in the direction to go. The challenge was making the animations smooth with playmaker so I added seperate FSMs for different animations.

Character Creation

This was one of my earlier projects when I was dealing with classes and GUI elements. I discovered how to pass from one scene to another and also to stay on the same scene but change the screen elements. The player first chooses a character race and then a profession. All his properties, weaknesses and strengths come from this race and profession and also are mirrored into his primary attributes. Not all races can select all professions. If the player chooses a mage he can choose one weapon and then chooses mage spells. If player chooses cleric, then he chooses weapons and then chooses priest spells. All these attributes and spells are saved in character in a static class and are kept using DontDestroyOnLoad method. This project made me realize the usage of OnGUI and how to save skills and proficiencies from one scene to another and also understand how classes work and inherit from each other.

Ship Trade Navigation

In this project I tried to move a ship on a map which is taken from game Patrician. There are two cameras, one is close and following the ship, the other shows the whole map. I can ship between cameras. The challenge was to use the nav mesh agent in this 2D seeming map. I achieved this by using a box under the ship which has a Navmesh agent to follow the mouse clicks and the ship follows the box without changing its y position. I put cylinders in the cities so when the ship comes in contact with the city, the city scene opens. Later I will design to make trade between the ship and the city buildings and also the player will be able to make buildings to create materials for trade. I used two terrains. One is at top and the other is under it. The terrain cannot be seen but its collider works so the navmesh agent can understand if it is land or not for navigation. This project helped me understand the workings of navigation as well as combining 2D with 3D games and creating terrains and using models to scale and match them correctly.

Inventory

In this project I used Baldur's Gate inventory background image and positioned the items in there. The items are created using scriptable objects and the images of objects are taken from free images. In Baldur's gate game, when the user double clicks on items, it reveals information about the items so I did the same. To be able to update the places of images and loading of them from the arrays, I used the OnValidate method which updates when a change is being made. I used enums to create the places of items such as chest armor, boots, etc... so that the inventory and character inventory can communicate as in where to place which item. The OnOnpointerClickHandler interface was very useful for this project and it made double clicking to view items very easy. Another challlenge after this is to do the same for items on the ground and pick them up. I will use the missing part of the image which is on the left for that purpose.

PlayMaker Elevator Quest

In this project, I installed a quest system using the parts of an elevator which is broken and must be repaired. The player sees the quests on screen and know what he must do to get out of this level using the elevator. The player goes and collects the parts needed. Player can pick up the parts using the pointer and the number of parts are updated on the quest system. OnTrigger events are used to update the quest system as well for instance when the player gets near the elevator or stays on the elevator going up, the behavior changes. The challenge was to get the elevator down when the player moves off the elevator and after it gets to the top. What I gained from this project was the quest system and how to update interface as well as using mouse and keeping cursor locked on screen.

PlayMaker RoboQuest

In this project I used particle systems with playmaker. I used a proximity mine that detects player entrance into the perimeter and changes the sound and the time between sounds. Also getting the robot to animate and come and stopping the robot by typing a password on the screen. Using particle system when the player enters an area and using a firegun to spread fire in front of the player were also included and they were instrumental in creating the player. Using Maya to create the environment was also a challenge especially in the UV mapping area.

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