Cemre Aksoy
Cemre Aksoy

My Biggest Projects
Welcome to my playground of projects! 🎮 These are some of the biggest games I’ve worked on, along with highlights of what I did in each. From designing mechanics to balancing weapons (and sometimes breaking them on purpose), I had my hands in many parts of these games. Besides these, I’ve jumped into game jams, mentored teams, and even survived a few conventions without losing my voice. Oh, and I’ve tinkered with my own small projects too—because sleep is optional, right?


V.O.L.T | Unreal Engine 5
Lead Game Designer
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Led the Game Design Team – Managed a team of 5 designers, working closely with the art and dev teams.
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Designed a New Conquest Game Mode – Created a fresh take on conquest, shaping everything from gameplay mechanics to VFX, sound, and character design.
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FPS Mechanics & Systems Design – Deconstructed major FPS titles to design shooting mechanics, movement systems, and unique gameplay elements from scratch.
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Hero Design – Designed 15 distinct heroes tailored for a fast-paced FPS, ensuring balance and unique abilities.
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Arcade Mode Development – Designed multiple arcade-style game modes to expand gameplay variety.
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Weapons & Vehicles – Created 40+ weapons, balancing stats, mechanics, and performance, while also setting up parameters for vehicle mechanics.
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Game Balance & Movement Systems – Actively managed in-game balance, including character movement components and overall combat feel.
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Level Design Documentation – Designed 2 level design documents in collaboration with the Level Design Team.
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Game Design Document (GDD) Writing – Wrote a 200+ page GDD, structuring sections specifically to communicate effectively with different departments (art, programming, level design, animation, etc.) to ensure clarity and efficiency in execution.
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Project Management & Coordination – Took on PM responsibilities, ensuring demo deadlines were met while coordinating 60+ developers across departments.
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Marketing & Steam Page – Created the Steam page, established a marketing roadmap, and planned promotional strategies for visibility.
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UE5 Blueprint Systems & Game Parameters – Worked on UE5 Blueprint systems to define and fine-tune game parameters, mechanics, and numerical values for gameplay systems.
Rise Online | Unreal Engine 4
Sr. Game Designer
Rise Online is Turkey’s biggest MMORPG, and while I wasn’t part of the core development team, I contributed in several key areas:
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Designed new PvP modes, events, and arenas to keep battles fresh and engaging.
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Helped shape a new set design for a major patch to improve visual and gameplay experience.
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Worked on game balance adjustments to refine combat mechanics and overall fairness.

Swarm Grinder | Unity
Sr. Game Designer / Product Marketing Manager
A chaotic bullet-hell roguelike where you are the grinder, and the swarm just doesn’t know it yet. Worked on this game as a Senior Game Designer, helping shape it from the ground up (with a budget so small, even coffee cost more).
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Designed the game’s core pillars—from core gameplay to long-term progression, ensuring every run felt fresh and exciting.
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Created the entire meta-progression system, because what’s a roguelike without endless upgrades?
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Balanced the gameplay to make sure players felt powerful... but not too powerful (we can’t have everyone breaking the game, can we?).
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Designed the first map—pixel by pixel, because even procedural generation needs a solid foundation.
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Developed different characters and game modes, so players wouldn’t get stuck with just one way to wreak havoc.
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Managed the marketing with a $100 budget, which meant a lot of creativity, memes, and prayer.
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Even ran the community at some point—because in indie dev, everyone wears at least 5 different hats.