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Cemre Aksoy

I don't just design mechanics; I architect the logic that drives them.

With a decade in the industry bridging Economics and Computer Programming, my philosophy is simple: Game design is a technical discipline. Recently mentored by Principal designers from Riot and Blizzard, I specialize in the "hard" side of development—building games where logic and math meets creativity.
 

From designing custom UE5 camera systems and AI behavior trees to balancing deep economies for 100K+ unit sellers, my mission is to transform high-level creative visions into robust, data-validated realities. I am a Designer with strong technical aspects who speaks the language of both artists and engineers, bringing a rare synergy of logic-driven economics and cutting-edge execution to every project.

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Ludu Arts

Product Manager & Technical Designer

Worked on the Game Economy Balance and Technical Design for the hit title Football Life Simulator. Additionally directed the production of two Co-op Party Platformers and managed LiveOps pipelines.

Roko Game

Lead Game Designer

I've mainly worked on V.O.L.T, and a couple of little tweaks and events for Rise Online World. 

Lead Game Designer / Product Manager
I've worked as Sr. Game Designer at LB, where we created "Swarm Grinder" that sold over 100,000. I led the Mobile Game Dev while working as a Game Designer for Swarm Grinder.

2017

2022

2024

2025

The Big Bang 

Last Bite Games

2026

Phenix Games

Lead Game Designer

Leading the production, technical design, and core gameplay development for a high-budget, hyper-realistic project. Architecting custom combat camera systems and complex AI behavior trees using Unreal Engine 5.

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