Furkan Emiroglu

Hi, I am a Game Developer specializing in graphics engineering. I enjoy working on Shaders, API-SDK development, Procedural Generation tools and CI/CD pipelines. I started coding in high school and continued in developing structural analysis tools as a Civil Engineering student. After getting my Bachelor's Degree, I decided to continue my career in IT. Currently I'm studying ony my Master's Degree on Information Engineering at Hacettepe University.

I'm currently working as a Tools & Solutions Engineer in Udo Games. My responsibilities are as follows but are not limited to:

- Mentoring 10+ mobile game startups on technical problems, providing tools and recommending solutions.
- Maintanining 99.5%+ crash-free user experience rate as our projects scale up.
- Developing custom render features from scratch.
- Creating VFX tools from scratch.
- Maintaining our CI/CD pipeline, creating auto-building workflows on Jenkins/Codemagic.
- Resolving build issues, managing native plugins for mobile games.
- Creating multi-platform shaders and optimizing them.
- Maintaining our internal tools library stored on AWS.
- Maintaining our Node.JS package registry, compatible with the UPM.
- Creating reliable build environments.
- Providing remote configuration tools for A/B testing.
- Extending Unity Editor functionality and increasing our team's productivity.

My tech stack:

Engines: Unity, Unreal Engine
Graphic APIs: Apple Metal Graphics, OpenGL, OpenGL ES
Languages: C++, C#, HLSL, GLSL, Swift, JavaScript, Python, Bash
DevOps: Docker, Reddis, Jenkins, Codemagic, GitOps, NPM, UPM
SDKs: OneSignal, Firebase, Usercentrics, GameAnalytics, IronSource, Adjust, AppsFlyer
VCS: Git, PlasticSCM
Domain: Parallel Programming, Shader Programming, Render Pipelines, Procedural Generation, 3D Mathematics, Trigonometry

projects

Lightbaking

Lightbaking fundamentals in Unity
C#

• Explains lightbaking fundemantals.
• Contains light probes too.

ECS Pattern

ECS design pattern with ScriptableObjects
C#, DOTS, JOBS

• An easy way to shift your programming paradigms
• Can be an alternative to singletons.

NJs Package Registry

Store & Distribute your Packages
NodeJS, JSON, YML

• Manage your dependencies easily
• Release new versions via single click.

IW-Library

Boost your Unity Editor
C#

• Contains lots of QOL improvements.
• My team can't live without it.

Shell Textured Grass

Shell Textured Grass
HLSL

• Ultra performant
• Highly customizable
• Works flawlessly with VR and mobile devices.

Heat Distortion

Heat Distortion VFX
HLSL and Shader Graph Tutor

• Works in URP.
• Performant enough to work on mobile devices.

Day/Night Transition

Unity (HLSL)
Day/Night Transition Portal

• Prefabs using their own lightmaps
• Portal transition via stencil shader

Raymarched Blob

Unity
Ray Marched Meta-Ball

• Powered via compute shader.
• Supports mobile devices and VR.

Procedural Maze

Unity
Procedural Maze Generation C#

• Uses recursive backtracking algorithm.

Gaussian Blur

Unity
Gaussian Blur Post Process

• Seperatable kernel gaussian blur.
• Faster then built-in solution.
• Supports mobile devices.

Obj Pool

Object Pooling
Simple generic pool

• It is created for fast prototyping.

Vim Src

Vim-Bash
My vim source file

• It is here so i can easily share with my teammates