Hello, I'm

Berkay Tandoğan

Self-taught Game Developer, Unity | C# | Firebase

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About Me

I’m a self-taught Game Developer with 6 years of experience specializing in mobile game development using Unity and C#.

Over this time, I’ve designed, developed, and published four solo mobile games currently live on app stores, and I’m now developing my fifth project.

My work focuses on creating engaging, data-driven mobile experiences by combining solid game programming with backend systems, analytics, and player behavior tracking. I actively use tools like Firebase (Firestore, Realtime Database, Cloud Functions, Remote Config, Analytics, Crashlytics, and Cloud Messaging) to manage live game data, remote updates, and player insights. On the client side, I work extensively with Unity, C#, Shader Graph, and Blender for visual and technical development, while leveraging Node.js for backend integrations and server-side logic. I also implement authentication systems (Google and Apple Sign-In), monetization features (Unity IAP, LevelPlay), and user experience tools such as In-App Review to improve retention and engagement.

I’m currently seeking new opportunities to apply my technical and creative skills in projects that value innovation, scalability, and player experience.

Feel free to reach out, I’d love to connect and collaborate.

Browse My Recent

Projects

image WordMatch
image JellyRush
image Dot2Dot
image LazyKnight
image Blender

Word Match 3D: Spelling Puzzle

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Word Match 3D combines a word puzzle with 3D matching mechanics, blending spelling and physics-based gameplay into a single experience. Players form words by using each given letter only once, revealing all hidden words to complete each level.

  • Programmed gameplay logic.

  • Created in-game systems, such as Powers (below), score, and combo system.

  • Controlling all level data with a database so you can also close the game anytime you want. When you come back, you can play that level wherever you dropped, with your remaining time and words.

  • Created a team system from scratch. Using Cloud Firestore and Firebase Cloud Functions.

  • Players can join or create their own teams.

  • Players can chat and help each other.

  • Also, they can participate in events as a team and compete with other teams to win prizes.

  • Created a custom team icon generator to allow each team to design and personalize their own unique symbol.

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  • In addition to competitive gameplay, there are individual events managed entirely on the server side.

  • When new events start, all players receive real-time notifications via Firebase Cloud Messaging. (Players can also control whether they want to get notifications or not in settings.)

  • I also designed a calendar-based challenge mode that introduces a new daily gameplay twist each day.

  • And last but not least, I created the Weekly Challenges. Also controlled on the server side.

  • Many core systems from my earlier projects, such as Daily Rewards, Lucky Spin, and Player Profiles. Return here in more advanced and scalable forms.

Visually, this is my most ambitious project yet.

  • I modeled all 3D Letters, collectible items, and boosters in Blender.

  • Created semi-procedural textures for Letter using Shader Graph.

  • Did some renders for event visuals.

  • Made particle effects.

  • Some 2D icons.

  • Designed and rendered the loading screen in Blender.

I’m still actively improving and expanding the game with new features and content.

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Tech Stack: Unity, C#, Node.js, Shader Graph, Blender, Cloud Firestore, Realtime Database, Cloud Functions, Firebase Cloud Messaging, Firebase Remote Config, Firebase Analytics, Firebase Crashlytics, Firebase Authentication, Google Sign-In (OAuth 2.0), Apple Sign-In, Unity LevelPlay, Google Play In-App Review, Unity IAP.

Jelly Rush: Puzzle Master

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Inspired by the classic sliding puzzle, a concept most of us have tried at least once in our lives. Using that familiar foundation, we introduced new mechanics and rules to create a unique and modern take on the genre. The game is entirely grid-based, featuring smooth controls and challenging level design.

  • Programmed grid-based gameplay logic.

  • Used Firebase authentication for anonymous sign-ins, and linking progress to Play Games (Android) and Apple Sign-In (iOS).

  • Used Cloud Function to control in-game events such as Daily Reward, Spin, and Missions on the server side.

  • Created a basic profile system enabling username and avatar customization.

  • Built a ranking system using Firestore queries and real-time updates.

  • Managed testing and publishing processes for both Google Play and App Store.

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  • This project allowed me to expand on what I learned from my previous games. By combining Firebase Firestore and Cloud Functions, I implemented systems such as Lucky Spin, Daily Rewards, and Missions to enhance player engagement.

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To support efficient level creation, I built a comprehensive Level Editor that streamlined the workflow, especially for my brother, who handled the level design and mathematical balancing of each stage. As shown in the image beside, you can see how the Level Editor works in practice.

Tech Stack: Unity, C#, Node.js, Cloud Firestore, Realtime Database, Cloud Functions, Firebase Analytics, Firebase Crashlytics, Firebase Authentication, Google Sign-In, Apple Sign-In, Unity LevelPlay, Google Play In-App Review, iOS In-App Review, Unity IAP.

Dot2Dot: Connect Colors

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Relaxing, casual puzzle where players connect dots of the same color by drawing lines without crossing any others.

With this project, I transitioned into the casual genre, aiming to create something simple, thoughtful, and enjoyable, a game people could play in their spare time without feeling overwhelmed.

This was also the first project where I integrated Firebase Cloud Firestore, using it to store player data and build a ranking system that tracks global scores. And I implemented AdMob for the first time to handle ad monetization.

  • Programmed gameplay and logic.

  • Used Firebase authentication for anonymous sign-ins, and linking progress to Play Games (Android) and Apple Sign-In (iOS).

  • Built a ranking system using Firestore queries and real-time updates.

  • Created a basic profile system enabling username and avatar customization.

  • Managed testing and publishing processes for both Google Play and App Store.

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  • Designed and implemented a fully customizable Level Editor in Unity that allowed designers to create levels directly within the editor. This system significantly reduced manual work and increased level creation efficiency and flexibility.

  • This project taught me how to design scalable backend systems and introduced me to real-time data management using Firestore.

Tech Stack: Unity, C#, Cloud Firestore, Firebase Analytics, Firebase Authentication, Play Games Authentication, Apple Sign-In, AdMob, Google Play In-App Review, iOS In-App Review, Unity IAP.

Lazy Knight: Endless Tower Run

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My first completed game, the one that started my game development journey. It’s an endless runner game with surprisingly rich content for a first project. The game features a stat system, six playable characters, and each character comes with unique passive and active skills enhanced by custom visual effects.

I used Synty Studios' assets for characters and environments in this project. Players face enemies of varying difficulty while climbing a narrow tower, where the staircase is only wide enough for one fighter, making every encounter a one-on-one battle. The story follows a lazy hero who keeps trying to climb the tower but eventually falls back down after being defeated or exhausted. Players use the loot collected during each run to upgrade stats and abilities, aiming to climb higher and survive longer with every attempt. As seen in the screenshot, the game includes a progression system where players upgrade their characters after each run to climb higher and survive longer. There are six enemy types, including three boss battles. As players ascend the tower, stronger enemies appear, adding more challenge and excitement.

Players face enemies of varying difficulty while climbing a narrow tower, where the staircase is only wide enough for one fighter, making every encounter a one-on-one battle.

The story follows a lazy hero who keeps trying to climb the tower but eventually falls back down after being defeated or exhausted. Players use the loot collected during each run to upgrade stats and abilities, aiming to climb higher and survive longer with every attempt.

As seen in the screenshot, the game includes a progression system where players upgrade their characters after each run to climb higher and survive longer. There are six enemy types, including three boss battles. As players ascend the tower, stronger enemies appear, adding more challenge and excitement.

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