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Murat Tunç

GAME DESIGN PORTFOLIO

ABOUT ME

Hi! I’m Murat Tunç—a systems-driven Game Designer who likes playful, slightly absurd mechanics and reactive worlds. I design fast, document clearly, and test relentlessly.

I’ve built UE5 and Unity prototypes from telekinesis combat + BT/BB enemy AI to companion-driven onboarding and clean UMG/Figma flows. On the QA side, I tested Mount & Blade II: Bannerlord at TaleWorlds, writing repro steps, triaging bugs (Plastic SCM), and collaborating with devs under real pipelines.

My work has shown up at GIST 2022, won a Witty Award (BUG Spring Jam), and a project was accepted into OGEM’s incubation. I’m currently studying Game Design at Futuregames Warsaw and I’m always up for smart teams, sharp feedback, and delightfully strange ideas.

If you enjoy reactive systems, readable first sessions, and the occasional sock puppet cameo—we’ll get along great.

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PROJECTS

Explore prototypes and case studies—from cursed jam experiments to narrative concepts with absurd mechanics.
Every project is systems-first, player-centered, and built for a clear first session.
Sometimes they glitch. Sometimes they surprise. Always mine.

EXPERIENCE

  • Worked in indie teams, jam chaos, and professional QA pipelines.

  • TaleWorlds Entertainment (QA): tested Mount & Blade II: Bannerlord—repro steps, bug tracking (Plastic SCM), gameplay balance checks, and test docs.

  • Cultic Games (QA Intern): supported late-stage testing and feedback.

  • Graduation project: designed Demon’s Motel (telekinesis combat, realm progression, companion onboarding).

  • Directed incubation-stage Asea’s Paracosm and designed jam titles (DEVHELL, Free Guy).

  • Across tools and genres I prototype fast, iterate with playtests, and document clearly.

Contact

RESUME / CV

FEEL FREE TO CONTACT ME FOR FUTURE WORK AND PARTNERSHIPS

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