Versatile Gameplay & Performance Engineer with professional experience in Unity (C#) and a deep focus on Unreal Engine 5 (C++). I build responsive, polished gameplay systems and ship to iOS and WebGL. I've also created high-performance HTML5/JavaScript playable ads (bundles <1 MB, up to +15% CTR uplift).
- ๐ง Email: kum.mustafa96@gmail.com
- ๐ผ LinkedIn: https://www.linkedin.com/in/mustafa-kum/
- ๐ฎ itch.io: https://kumdev.itch.io
๐ Unreal Engine 5 ยท ๐งฉ Modular RPG Series ยท ๐ฎ Unity Shipped ยท ๐ฎ Unity Team Projects ยท ๐ฎ Unity Personal ยท โจ Playable Ads ยท ๐น๏ธ HTML5 Games
| Category | Skills & Technologies |
|---|---|
| ๐ ๏ธ Engines & Languages | Unity (C#), Unreal Engine 5 (C++), HTML5/JavaScript |
| โ๏ธ Gameplay & Systems | State machines, Combat, Modular Ability Systems (GAS/Tags), Skill Books, Cast Bars, BT/EQS AI, UI/HUD, Camera |
| โจ Animation & VFX | Animation Blueprints, Montages/Notifies, Retargeting, Niagara, DOTween, Cinemachine |
| โ๏ธ Optimization | Unreal Insights/STAT, Async asset streaming, Object pooling, Addressables, Profiling/GC |
| ๐ Release & Tools | iOS (TestFlight/App Store), WebGL, Playable Ads, Git (Perforce familiar) |
Personal project โ Sole Developer
Personal project third-person combat and AI in UE5/C++ (inspired by God of War).
- Architecture: C++ cancelable combo state machine; dodge, block, parry; two unique abilities
- Enemy AI: Behavior Trees + Blackboard; EQS positioning; multi-phase boss encounter
- Animation: Animation Blueprints, Montages/Notifies, root-motion, retargeting
- VFX & Feel: Niagara effects; camera shake; hit-stops; time dilation; procedural feel
- UI/Loop: Main menu, in-game HUD, settings; Arena Mode with wave spawner
- Data & Perf: Curve Tables for tuning; SFX integration; continuous optimization
- ๐ฌ Gameplay Demo: https://youtu.be/8BcLFCZjd8s
- ๐ป Repository: https://github.com/Mustafa-Kum/GodOfWarClone
Personal project โ Sole Developer | Technical Showcase
Data-Driven, Component-Based Weapon System utilizing Unreal Engine's Gameplay Ability System (GAS). Decouples weapon logic from character classes using Interfaces and Data Assets. Features Input Buffering, Asynchronous Asset Loading, and Animation Notify driven state changes for a smooth, AAA-feel combat experience.
- ๐ป Repository: https://github.com/Mustafa-Kum/UE-5.7.3-WeaponSystem-Equip-Unequip
A step-by-step AAA-style RPG architecture built in Unreal Engine 5 (C++).
Each part is a self-contained, production-quality module focused on clean architecture, GAS integration, and scalable design.
| # | System | Highlights | Repository |
|---|---|---|---|
| 1 | Inventory & Equipment System | Event-driven UI ยท GAS buff/debuff via FActiveGameplayEffectHandle ยท CDO parsing for tooltips ยท Async loading via StreamableManager ยท Modular armor with SetLeaderPoseComponent |
๐ Repo |
| 2 | HP & Mana Vitals System | Reactive UI via GAS delegates ยท WoW/FFXIV-style trailing bars ยท Proportional stat scaling ยท UCharacterDataAsset-driven initialization |
๐ Repo |
| 3 | Melee Combat System | Combo chaining ยท Input buffering ยท Animation-driven combat windows ยท Reliable melee hit detection ยท Crit feedback ยท Hit stop ยท Pooled combat text | ๐ Repo |
| 4 | Ability System | GAS-based active/passive skills ยท Skill book + action bar ยท Cast bar ยท Cooldowns/costs ยท Dynamic tooltips ยท Haste-scaled cast timing ยท Animation-driven commit/cancel windows ยท AOE + airborne impact | ๐ Repo |
| 6 | Directional Dodge Roll System | Directional input handling ยท Animation-authored i-frames ยท Combat interruption rules ยท Smooth rotation restoration ยท Cooldown gating ยท Modular ownership | ๐ Repo |
| 7 | Enemy AI (Upcoming) | Behavior Trees + GAS integration | โ |
| 8 | Advanced Stat System (Upcoming) | Buffs, debuffs, stacking | โ |
The Ability System module expands the RPG foundation with GAS-driven active/passive skills, animation-authored cast timing, stat-scaled damage, skill book/action bar UI, cooldown and resource handling, dynamic tooltips, and area-impact abilities such as Warcry and Shockwave.
3-person team โ Full-Stack Game Developer (gameplay, backend, UI/UX, optimization, release)
Puzzle game shipped to the App Store. Responsible for every technical layer of the product โ core gameplay architecture, backend logic, UI/UX, and App Store release pipeline.
- Water mechanic, responsive cube jiggle feedback
- Full UI/HUD/menus and responsive layouts
- Stable 60 FPS on target devices
- ๐ App Store: https://apps.apple.com/tr/app/cubix-path-puzzle-match/id6478001225
- ๐ฌ Gameplay: https://www.youtube.com/watch?v=0eXOciigD3o
- ๐ป Code: https://github.com/Mustafa-Kum/PuzzleCode
3-person team โ Full-Stack Game Developer (gameplay, backend, UI/UX, camera, optimization, release)
3D puzzle game shipped to the App Store. Owned the entire technical stack โ mechanics, UI/UX, camera systems, mobile performance, and release pipeline.
- Optimized 3D physics and memory management to maintain a stable 60 FPS on target iOS devices
- ๐ App Store: https://apps.apple.com/us/app/farm-connect-match-3d-puzzle/id6503044105
- ๐ฌ Gameplay: https://www.youtube.com/watch?v=t4rGmqsmI0I
- ๐ป Code: https://github.com/Mustafa-Kum/FarmPuzzleCode
3-person team โ Full-Stack Game Developer (gameplay, backend, UI/UX)
Fast-paced casual prototype focused on responsive input, juicy UI, and clear feedback loops.
โถ๏ธ Play: https://kumdev.itch.io/cook- ๐ฌ Gameplay: https://www.youtube.com/watch?v=1nN6eWOxZDQ
- ๐ป Code: https://github.com/Mustafa-Kum/CookCode
3-person team โ Full-Stack Game Developer (gameplay, backend, UI/UX)
Casual merge game deployed to WebGL; built core loop, UI/UX, and WebGL-specific optimization.
โถ๏ธ Play: https://kumdev.itch.io/merge-valley- ๐ฌ Gameplay: https://www.youtube.com/watch?v=zLaT6ParDjk
- ๐ป Code: https://github.com/Mustafa-Kum/MergeCode
3-person team โ Full-Stack Game Developer (gameplay, backend, UI/UX)
Mobile driving prototype โ vehicle controls & physics, VFX/SFX, polished UI.
- ๐ฌ Gameplay: https://www.youtube.com/shorts/Uxj482VLfBA
- ๐ป Code: https://github.com/Mustafa-Kum/CarGame
3-person team โ Full-Stack Game Developer (gameplay, backend, UI/UX)
AA mobile puzzle prototype โ core mechanics, UI/UX, and full feedback systems. Owned all technical layers within the team.
- ๐ฌ Gameplay: https://youtu.be/KGkw-92USvs
3-person team โ Full-Stack Game Developer (gameplay, backend, UI/UX)
Casual mobile game โ full gameplay logic, UI systems, and polish.
- ๐ฌ Gameplay: https://youtube.com/shorts/1HCB7iJKOvM
Personal project โ Sole Developer
Highly optimized, open-source scratch-card mechanic for Mobile, WebGL, and Playable Ads. Features batched texture replacement and fail-safe rendering to maintain stable 60 FPS.
- ๐ป Code & Setup: https://github.com/Mustafa-Kum/Moduler-ScratchCard-Unity-Luna
Personal project โ Sole Developer
Third-person controller, full combat loop, basic enemy AI.
โถ๏ธ Play: https://kumdev.itch.io/thirdpersonshooter- ๐ฌ Gameplay: https://www.youtube.com/watch?v=HaTiYeD7i1I
- ๐ป Code: https://github.com/Mustafa-Kum/ThirdPersonShooter
๐ Unity Prototypes & Experiments (Click to expand)
- CrawRunner โ 2D RPG; previously on Google Play (AdMob & Google Play SDK) | Play | Gameplay | Code
- Flowers Needle โ 2D RPG prototype with narrative/quests | Play | Gameplay | Code
- CrawShooter โ Top-down shooter prototype | Play | Code
- Infinity Shooter โ Endless shooter prototype | Play | Code
- 3D Adventurer โ Movement, camera, environmental interaction | Play | Code
- The Great Fleece โ Stealth mechanics and guard AI | Play | Code
- Dungeon Escape โ 2D puzzle-platformer with tile-based design | Play | Code
Built without any game engine; bundle sizes <1 MB; campaigns achieved up to +15% CTR uplift.
Commercial freelance project โ Engine-less HTML5/JavaScript
A set of browser-based interactive end cards / playable ad flows created for a beauty e-commerce campaign. Built as lightweight HTML5 experiences and iterated directly against briefing feedback, design revisions, and CTA / UX adjustments.
Implemented interaction types:
- Spin-to-win reward wheel
- Design selection / โpick your styleโ flow
- Swipe / slider reveal
- Scratch-card reveal
- Hold-to-apply / progress CTA
- Multiple branded CTA/result states and messaging revisions
Focus areas:
-
Mobile-friendly interaction flow
-
Lightweight browser-ready implementation
-
Fast iteration with creative / project teams
-
UX clarity, reward pacing, and CTA behavior
-
Flexible visual integration from design exports / SVG assets
Public portfolio version intentionally anonymized. Brand name can be shared privately if needed.
- NVIDIA Ad โ Pure HTML5/CSS/JS | Play
- Tail Team Ad โ Pure HTML5/CSS/JS | Play
- Candy Crush Ad โ Pure HTML5/CSS/JS | Play
- Changeable Ad โ Pure HTML5/CSS/JS | Play
๐ View More Playable Ad Campaigns (10+ Projects)
- Puzzle Ad โ Pure HTML5/CSS/JS | Play
- AppleGrappler Ad โ Unity Luna Code
- Connect-Dots Ad โ Pure HTML5/CSS/JS | Play
- Sand Balls Ad โ Pure HTML5/CSS/JS | Play
- Angry Birds Ad โ Pure HTML5/CSS/JS | Play
- Twisted Tangle 2D Ad โ Pure HTML5/CSS/JS | Play
- Fruit Ninja Ad โ Pure HTML5/CSS/JS | Play
- Merge Ad โ Pure HTML5/CSS/JS | Play
- Ball Ad โ Pure HTML5/CSS/JS | Play
- Zeppelin Ad โ Pure HTML5/CSS/JS | Play
- Co-op Advanced Vampire Survivors Clone (2D) โ Engine-less, performant projectile management | Play | Code
- Vampire Survivors Clone (2D) โ Engine-less clone | Play
- Memory Game โ Embeddable, responsive component | Play
- BulletStrike (WebGL) โ Top-down shooter in pure JS | Play
- Necromancer3D โ 3D Vampire Survivors-style demo without Three.js | Play