Portfolio
Cuneyd Kahraman
Game Programming & DevOps
About Me
Hi, I'm a UK based game developer looking for challenging projects to work on. I'm open to working on any interesting technical project with a preference for gameplay and physics programming, high performance system development, tooling and, infrastructure and DevOps for games.
Contact Me
Phone No.: (+44)7933254806
Email: cuneydkahraman@outlook.com
LinkedIn: https:www.linkedin.com/in/cuneyd-kahraman/
Located: London, UK
Projects
Graviton
Lunaboot Studios
Tools: UE5/Unity/Perforce/Git
Itch.io: https://copper76.itch.io/graviton-production

Contributions:
- Worked on the Unity prototype of the game including a level editor
- Hosted Perforce Helix Core SCM on an Ubuntu server (+UE5 integration)
- Managed build pipeline and distribution for custom UE5 engine fork
- Developed the rotator system for gravity manipulation in Unity/UE5
- Created high performance vector field visualisation tooling
- Multi-threading and optimisation of core gravity system
- Wrote documentation and onboarding guides for non-programmers
- Setup alerting and remote monitoring for our Perforce server
- Ran regular sprint meetings, playtesting sessions, technical support calls and code reviews
I talked about the development of the gravity system of Graviton at the Unreal Meetup at the Epic Games offices in London
Shards of Bone
Solo Dev
Tools: Unity/Git/Plastic SCM
Itch.io: https://b1nary-b0b.itch.io/shards-of-bone
Contributions:
- Custom state machine parkour controller with jump buffering, coyote time, bunny hopping and quake-style movement physics
- Scriptable object config system
- Enemy boid system with compute shader (based on this GitHub repo)
- Wave management with easy to use editor tooling
- Simple IK and recoil system (using these customisable low-poly arms)
- Advanced camera with tilting, shake, dynamic FOV and speed lines
- Highly extendable multi-attack mode shooting system
- Custom shaders for barrier walls and Sobel filtering
- Everything else
This project is heavily inspired by one of my favourite arcade FPS games Devil Daggers
Lots and Lots of Game Jams
Itch.io: https://b1nary-b0b.itch.io/

Solo Dev
Tools: Unity/Git
Features:
- Built the whole thing in 8hrs
- Dynamic resizable box
- Context based cursor icon
- Enemy wave manager

Solo Dev
Tools: Unity/Git
Features:
- Procedurally generated levels
- Turn-based bullet reflection mechanics
- Grid-based building system
- A* enemy path finding that accounts for digging through blockers and updates in the terrain

Lead Programmer & Tech Art
Tools: Unity/Git
Contributions:
- All the programming for the house section of the game including animations, camera movement, player interactions, cursor effects and walking
- On the art side any 2D/3D blending in the level, light/shadow shafts, particle effects, mirror shine effect and fake doorway effects
- Handled production tasks and timelines

Solo Dev
Tools: Unity/Git/FMOD
Contributions:
- Custom first person player character controller with slope support
- Devices (e.g. buttons, pressure plates, doors etc)
- Building levels in ProBuilder
- Shaders for everything in the game
And many more jam games you can find on my itch.io page
Water Shader Workshop
KCL Workshop
Tools: Godot/Git
GitHub: https://github.com/B1naryB0b/Godot-Water-Shader-Workshop
I ran a workshop at King's College London around the basics of vertex and fragment shaders. By the end of the session students were able to reproduce the shader below.



Bit Lab
Personal Project
Tools: Obsidian/Git/Vercel
GitHub: https://github.com/B1naryB0b/Bit-Lab-Digital-Garden
I wrote Bit Lab to share notes on programming, game development, DevOps/IT for teams and company/studio operations, including an extensive list of related resources.
Deployed the site on Vercel with integration with the Obsidian Digital Garden plugin to allow for easily updating the site from any notetaking device. You are currently on the site but can find the home page here