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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.

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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.

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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.

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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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