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Hi, I am Alper! Welcome to my website!

I am a passionate Game Developer and Civil Engineer specialized in Coastal & Port Engineering. I love creating games and conducting research to push the boundaries of technology. Explore my projects and feel free to reach out for collaboration or more information about my work.

Who am I?

I graduated from Okan University with a B.Sc. in Civil Engineering, and I worked in the Civil Engineering laboratory during my education. Following this, I worked as a field Civil Engineer in a hydroelectric power plant at Gülsan, applying my engineering knowledge on-site. I furthered my education at Yıldız Technical University, earning an M.Sc. in Coastal and Port Engineering, and conducted research in Coastal Engineering and Hydraulics laboratories. During my M.Sc. I also worked as a copy editor for the International Structural Engineering and Construction Society (ISEC) for 3.5 years. I then worked at MildMania as a game developer. Currently, I am a freelance game developer with 3 years of experience working in several projects. I have also published research papers, which you can find in the Academic section of my website.
I would like to express my heartfelt gratitude to all my teammates with whom I have had the privilege to work. Their support, collaboration, and dedication have been instrumental in our achievements. Without them, this page would never exist.

My Experiences & Education

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2013 - 2018

B.Sc. Civil Engineering

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- Worked in the Civil Engineering laboratory for 3 years.

- Performed laboratory tests such as Sieve Analysis and Triaxial Shear Test.
- Contributed to prepare experimental setups of M.Sc. and Ph.D. students.

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2016-2018

Civil Engineer / Intern

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- Assisted various projects as an intern in the field of Structural Engineering and Transportation Engineering.

- Worked as a Field Engineer in a hydroelectric power plant.

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2019 - 2022

Copy Editor / Civil Engineer

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- Worked as an engineer and copy editor.

- Contributed to 9 different international conferences all around the world.
- Performed reviews and edits on the papers.

- Delivered feedbacks to the team.

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2019 - 2022

M.Sc. Coastal & Port Engineering

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- Performed experiments on a wave flume to measure stability and overtopping of rubble mound breakwaters.

- Maintained a study to improve campus bus service quality that was participated by 500+ individuals.

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2022 - Present

Game Developer

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- Worked in 10 game projects that have been published on Roblox.

- UI programming, gameplay programming, backend programming and testing game mechanics were my main duties.

- Currently working on 3 different projects as a freelance game developer.

My Game Developer Portfolio

Polybattle

- Heat Vision Sniper: Developed a sniper weapon with heat vision capabilities that detects players and vehicles.
- Enemy for First Timer Players: Created enemies specifically designed for new players.
- Aim Offset Modifier Tool: Implemented a tool to adjust the aiming offset, enhancing precision and accuracy for various weapons.
- Deployable Ammo and Health Boxes: Developed deployable boxes that provide players with additional ammunition and health.
- Weapon and Animation Implementations: Integrated new weapons and their corresponding animations, ensuring smooth and realistic movements during combat.
- Vehicle Implementations: Added functional vehicles to the game, allowing players to navigate and interact with the game world more dynamically.
- Minor UI Implementations: Made general minor improvements to the user interface, enhancing overall user experience and usability.
- Map Integrations: Integrated new maps into the game, expanding the environments available for players to explore and engage with.
- Testing and Bug Fixes: Conducted thorough testing and fixed various bugs to ensure a stable and polished game release.

Bakugan Brawl Simulator

-  Trade System: Developed a trade system on both server and client sides, ensuring it is secure against exploits. Players can safely trade their Bakugan, items, currencies etc. via this system.
-  Implemented Eggshop System: Created the eggshop functionality on both server and client sides, enabling players to purchase eggs.
- Bakugan Attack Mechanics: Programmed an attack system for Bakugans and integrated VFX.

-  Bakugan Inventory System: Developed an inventory system for managing Bakugan on both server and client sides, allowing players to equip, unequip, sell and upgrade their Bakugan effectively.
-  Integrated Roblox Marketplace APIs: Integrated APIs to handle gamepass and developer product sales in one script on server side.
-  Implemented Spin Wheel: Created a spin wheel system and handled it on both server and client sides.
-  Integrated and Programmed New HUD System: Developed a new HUD system by working toghether with UI specialist to improve user interaction and experience. Also integrated new animatons.
-  Programmed Item Inventory System: Implemented an item inventory system on both server and client sides, allowing players to manage their items efficiently.
-  Implemented Titanium Bakugan System: Developed the Titanium Bakugan system on both server and client sides.
-  Implemented Dev Hack System: Developed a system for testers to manipulate their data for testing purposes, facilitating comprehensive quality assurance.
-  Integrated Bakugan and Egg Models: Successfully implemented and integrated Bakugan models and eggs to the game by working with animators and 3D artists.
-  Integrated Spatial and Non-Spatial SFX: Implemented sound effects by working with SFX specialist and designers to meet the needs.
-  Bakugan Passive Calculation System: Implemented a server-side system to calculate passive abilities for Bakugan.
-  Optimized Code and UIs: Optimized code and user interfaces to ensure smooth performance across all platforms, including PC, tablets, and mobile phones.
-  Collaborated with Designers and Artists: Worked closely with designers and artists to enhance the game environment, making it more visually appealing and enjoyable for players.

Syndicate (Roblox Funded Project)

- Programmed Mechanics of Katana, Knife, and Fist: Developed the core combat mechanics for melee weapons, ensuring smooth and responsive controls for each weapon type.
- Improved Katana Weapon: Enhanced the katana's functionality to damage multiple players with a single attack, increasing its effectiveness in combat scenarios.
- Programmed a State Machine for Character States and Animations: Created a state machine to accurately track character states and manage animations, ensuring seamless transitions and realistic movements.
- Programmed a Combo System: Developed a combo system to enhance the melee fight experience, allowing players to execute consecutive attacks.
- Integrated SFX and VFX: Integrated sound and visual effects according to the game designers' specifications.
- Implemented Melee Damage System: Implemented a secure melee damage system on both client and server sides to prevent cheating.
- Programmed an Additional Attack Movement System: Developed a system to find and move towards the nearest attackable players, handling various edge cases to maintain smooth gameplay.
- Collaborated with Animators and Designers: Worked closely with animators and designers to improve and integrate animations, ensuring they fit seamlessly into the game.

Dragon Trainer Simulator

-  Trade System: Developed a robust trade system on both server and client sides, ensuring it is secure against exploits. Players can safely trade their dragons, items, currencies etc. via this system.
- Chat System: Developed a chat system and integrated it to the trade system. Players can talk to each other during the trade.

-  Dragon Inventory System: Implemented a comprehensive system for managing dragons on both client and server sides, allowing players to equip, unequip, equip the best, lock, sell, and fuse dragons.
-  Store System: Created a client-side store where players can purchase developer products and gamepasses, claim weekly free packs, and buy items using Ruby currency (equivalent to Robux).
-  Mount System: Developed a client-side system for players to use and manage mounts in the game.
-  Leaderboard System: Programmed leaderboards on both server and client sides to display player rankings and achievements.
-  Data Initializers: Created initializers to automatically fix corrupted player data, ensuring smooth gameplay.
-  Rewards System: Implemented the server-side system for managing weekly and daily rewards for players.
-  Elder Dragon and Ancient Dragon Systems: Developed both server and client-side systems for managing elder and ancient dragons. Players can upgrade their dragons via this system by sacrificing their dragons and currencies. They can also obtain their elder and ancient dragons after a certain period of time.
-  Ruby Currency Integration: Integrated and programmed Ruby currency on both server and client sides to function similarly to Robux for in-game transactions.
-  Settings System: Developed settings functionality on both server and client sides, allowing players to customize their gameplay experience.
-  HUD System: Implemented HUD changes according to the needs of designers and UI specialists for a better user experience.
-  Tower UI: Programmed various UI elements for the tower feature, including floor indicators, fountain rewards, prompt screens, reward prompts, and spin wheels.
-  Map, Dragon Enemy and Egg Shop Integration: Integrated new maps, dragons, enemies and egg shops into the game, enhancing the content and exploration opportunities.
-  Performance Improvements: Worked on optimizing the game to improve overall performance and ensure a smoother gameplay experience.
- Parametrized and Integrated Currency Packs: Developed and integrated currency packs for sale in the game's store using logarithmic functions to balance pricing and value, ensuring fair and scalable purchase options for players.
- Integrated SFX and VFX: Integrated sound and visual effects according to the game designers' specifications.
- Consistently Tested All Systems: Regularly tested game features and attended QA sessions to identify and troubleshoot bugs.

- Collaborated with UI Specialists, Designers, and Artists: Worked closely with UI specialists, designers, and artists to integrate their work seamlessly into the game, enhancing the overall aesthetic and functionality.
- Boss Reward Chest Implementations: implemented some features of boss chest .

Speed Pets Simulator

- Pet Inventory System: Developed a client-side system for managing players' pet collections, allowing them to view, select, and interact with their pets.
- Store System for Developer Products and Gamepasses: Created a client-side store interface for purchasing developer products and gamepasses.
- Step Counter: Assisted implementation of a system to track and display the number of steps a player takes in the game.
- Hoops: Involved integrating hoops as interactive game elements for players to jump through.
- Helped Builders to Design Levels: Collaborated with level designers and artists to build game levels.
- Testing and Fixing Bugs: Conducted thorough testing and debugging to identify and resolve issues, ensuring the game runs smoothly and without errors.

Smack Stars

- Session System: Programmed client side of the system. Rendered all related features on the UI for the users that attended session including elo, stats, rewards, rankings, add friend, confetti animation and user avatars.
- Game QA and Enhancement: I actively participated in QA and test sessions, delivering detailed feedback on gameplay mechanics, user interfaces, and overall enjoyment while identifying and documenting bugs.
 

Bloximon Pet Simulator

Camp Bonkers

Shoot Out

Ninja Master Simulator

- Attended QA and Test Sessions: Actively participated in quality assurance and testing phases, evaluating various game features to ensure optimal functionality and user experience.​
- Delivered Feedback About the Game: Provided detailed and constructive feedback on gameplay mechanics, user interface, and overall enjoyment, helping to guide enhancements.
- Provided Necessary Information About Bugs: Identified bugs and issues thoroughly, ensuring the development team had clear and actionable information for fixes.

- Assisted in Improving the General Performance of the Game: Collaborated with the development team to suggest optimizations and improvements, contributing to the game's overall performance and stability.

Publications & Conferences

Kaya, Hasan Alper, The Use of High Density Concrete Cube in the Armour Layer of Breakwaters, Master’s Thesis, Yildiz Technical University, Accessible at tez.yok.gov.tr, Thesis No: 720073, 2022.

Yuksel, Y., van Gent, M., Cevik, E., Kaya, H. A., Gumuscu, I., Yuksel, Z. T., & Yalciner, A. C., Stability of High Density Cubes in Rubble Mound Breakwaters, Coastal Engineering Proceedings, (36v), 4-4, 2020.

GümüÅŸçü, Ä°., AltaÅŸ, F., Türkekul, B., Kaya, H. A., Erdem, F., Bakırman, T., & Bayram, B., Water-body Segmentation in Heterogeneous Hydrodynamic and Morphodynamic Structured Coastal Areas by Machine Learning, International Journal of Environment and Geoinformatics, 10(1), 100-110, 2023.

Yuksel, Y., van Gent, M. R., Cevik, E., Kaya, A. H., Guner, H. A. A., Yuksel, Z. T., & Gumuscu, I., Stability of High Density Cube Armoured Breakwaters, Ocean Engineering, Elsevier, 253, 111317, 2022.

Koc, K., & Kaya, H. A., Determination of Transportation Service Quality Factors for University Campuses: Evidence from Bus Service Quality in Yildiz Technical University, Sigma Journal of Engineering and Natural Sciences, 39(3), 213-225, 2021.

Virtual International Conference on Coastal Engineering, Sydney, Australia, Speaker, Presented research on Stability of High-Density Cubes in Rubble-Mound Breakwaters.

15th INTERCOH– International Conference on Cohesive Sediment Transport Processes, Yıldız Technical University, Istanbul, Turkey, Attendee and Assistant in Organizing Committee.

H. Alper Kaya, 2024

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