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OZAN ÖZTÜRK
Game Designer



GENRES EXPLORED

First-Person Shooter 
Real-Time Strategy 
Beat 'Em Up 
Narrative Adventure 
3D Platformer 
2D Platformer 
Digital Card Game 
Analog Card Game 
Serious Game 

TASKS PERFORMED

Gameplay Systems
Character Abilities
Player Progression
Enemy AI
Playtesting & Balancing
3D Level Design
2D Level Design
Dialogue Systems

DESIGN INTERESTS

Live-Ops
Player Motivation Models
User Engagement Systems
In-Game Progression 
Player Customization 
Procedural Content 
Rational Design Model 

Validating design decisions via rapid analog playtests to design a communication-driven multiplayer experience.

The Conjurers is a turn-based local multiplayer RPG where communication is as integral to your success as the equipment you bring to battle.

// GAMEPLAY & INTERFACE DESIGN

Designing high-mobility FPS action with a reactive progression system for asymmetric gameplay.

L.A.M.E. is an experimental mix of first-person shooter (PC) and real-time strategy (mobile) gameplay in local multiplayer.

// GAMEPLAY & LEVEL DESIGN

Designing platformer gameplay and level content for procedurally-generated challenges

SCHACHT is an infinitely replayable 3D speedrunner featuring billions of procedurally generated levels and ever-changing challenges. Now available on Steam and PS4!

// GAMEPLAY & LEVEL DESIGN

Marrying gameplay and narrative in a tight game loop with a bottom-up approach to design.

HEART_DRIVE is a story-driven typing game for PC that puts you in the shoes of an artificial intelligence trying to prove itself "human" on a first date.

// GAMEPLAY, NARRATIVE & INTERFACE DESIGN

Balancing strategic gameplay around real-life energy values of food and drinks to engage players and raise awareness.

APPETITE is a strategy card game where you must serve your insatiable customer with food and drinks while ensuring he's "fit" enough to keep paying.

// GAMEPLAY & INTERFACE DESIGN

Collaborating with clients to design a game for a unique audience and setting.

The MERCEDES-BENZ MUSEUM game is an on-location puzzle game enabling museum visitors to build their own collection of exhibited cars.

// GAMEPLAY DESIGN

Leveraging scope constraints and crafting a unique and captivating gameplay premise.

SUPER COMBAT HIGH is a co-op beat 'em up that puts you in the shoes of a high school student facing the deadly challenges set up by his teacher.

// GAMEPLAY & LEVEL DESIGN

Designing an educational game loop around specific learning goals for a target audience.

LAB RATS is a minigame collection developed as part of a research project to be used in the education of biological technical assistants.

// GAMEPLAY & INTERFACE DESIGN

Working with strict deadlines and shipping a finished game in a short period of time.

TWIN SPROUTS is a casually-approachable 3D platformer featuring a blend of cooperative and competitive gameplay for two players.

// GAMEPLAY & LEVEL DESIGN

Carrying game concepts from digital to analog and delivering compelling gameplay across mediums.

DRAGONSLAYERS is a strategy card game pitting four brave heroes against a ferocious and terrifying dragon.

// CARD GAME DESIGN

Using Rational Design principles in order to quantify game elements and optimize flow.

PLAGUEIS: NOT A STORY THE JEDI WOULD TELL YOU is a typing game I worked on to test and showcase rational design practices conceived by Ubisoft.

// RATIONAL DESIGN

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