O. KAYA | Game Designer
Recent Computer Science graduate from McGill
IGDA-F International Scholar
Previously: Technical Designer Intern at Behaviour Interactive, various programming roles
7 years of indie game design experience, 5 commercial titles shipped
Looking for roles in design
About Me
Game Designer with professional programming experience
Worked as a Programmer Intern and then Technical Designer Intern @Behaviour Interactive, on an unannounced AAA title
Designed and shipper 20+ indie titles and counting, 5 commercial efforts on Steam, 140k+ total downloads between all
Attended Ubisoft's Game Labs Challenge twice as a Game Designer, making games in 10 weeks in a team of 8
IGDA-F International Scholar
Experienced with 3Cs, Level, AI, and Technical Design work
McGill University alumni
Intern Programmer @ Spiri Robotics in 2023 and CAE's Synthetic Environments team in 2022
GameDev McGill President between 2021 and 2023
Primarily work with, Unreal and Unity, utilizing tools such as Git, Cinemachine and Blender for personal projects.
Also experienced with Godot, C#, C++, Java, Python, and familiar with Azure DevOps, JIRA and Agile Development.
3C's (Camera-Character-Controls)
Coffin Mall | 2021
Designer, commercial indie retro horror game, Immersion-Focused
The player pets a cat
First Person driving
Gameplay Footage
"Single-Take" FPS camera on foot and in vehicle
Minimal, contextual UI
Many world interactions
Character disempowerment via low movement speed, low stamina for sprint
Controls: Interactions + look bound to mouse, keyboard movement
Nebula's Descent|2023
Designer, Action-Roguelike, 8 person team for Ubisoft Game Labs
Normal Level
Boss Fight
Trailer
Bird's Eye TPS Camera framing the whole room
Color-Coding for Readability
Accessible, fast-paced combat
Character empowerment via varied combat options & upgrades
Simplified Twin-Stick Controls: L-Stick shoot+aim combined
Controller Vibration for emphasis
Level Design
Besunder|2021
Designer, Co-Op Action-Platformer, 8 person team for Ubisoft Game Labs
Gameplay: using magnetism to slingshot off your co-op partner
Planned levels via Gray Box / Blockout technique
Prototyped w/ modular level blocks
Iterated on feedback before final Art Pass