Entrepreneur / Game & Level Designer

Designing readable systems, memorable levels, and player first game loops.

I am Berkant Gök, a 22 year old entrepreneur and game designer focused on turning mechanics into clear player experiences. My work covers level flow, puzzle and system design, GDD documentation, rapid prototyping, and collaborative iteration in Unreal Engine and Unity projects.

2+ years hands on game development
UE5 + Unity prototype and production workflows
GDD focused clear documentation for teams
Player flow level pacing and feedback loops

Design Profile

I work best at the point where creative ideas need structure: defining mechanics, shaping progression, documenting decisions, and testing how a player actually reads the game. My strongest interests are puzzle logic, environmental storytelling, mystery driven progression, and levels that teach through interaction instead of explanation.

Core Capabilities

Game Design

  • Gameplay, system, quest, and narrative design
  • Game Design Document creation and production notes
  • Mechanic ideation, prototyping, and iteration

Level Design

  • Player flow, pacing, readability, and difficulty curves
  • Blockout thinking, environmental composition, and feedback
  • Puzzle placement, risk/reward moments, and navigation clarity

Technical Tools

  • Unreal Engine 5 Blueprint workflows
  • Unity fundamentals for prototypes and mobile systems
  • Figma, Miro, Jira, Confluence, Photoshop, and FL Studio

Team Value

  • Clear communication and designer friendly documentation
  • Fast iteration with attention to player motivation
  • Positive collaboration across small production teams

Selected Work

Projects & Case Studies

Pixel Art Puzzle Game

First Planet

A puzzle game about combining basic elements to form and evolve a new planet. The design challenge was to make each merge feel understandable, consequential, and easy to read while still leaving room for discovery.

  • Created pixel art assets used in the game.
  • Wrote the full Game Design Document.
  • Contributed to core gameplay ideation and merge mechanic design.
  • Edited and produced the official trailer.

Physics Platformer

LetsFall

A platformer where the player descends through floating debris while managing fall damage, movement precision, and environmental hazards. The project was built around readable danger, tight traversal, and escalating tension.

  • Designed and built levels with attention to flow, pacing, and difficulty balance.
  • Developed core gameplay mechanics with Unreal Engine Blueprint.
  • Built movement, fall damage, and physics based platforming systems.
  • Improved performance through lighting, mesh, and storage optimizations.

Mobile Puzzle Game

CupConnect

A color matching puzzle game built around arranging cups, reading constraints, and solving increasingly layered stages. The goal was to keep the core interaction simple while giving each level a clearer learning curve.

  • Developed the core concept and helped shape the production direction.
  • Created the GDD so the team could align on mechanics and structure.
  • Designed cup movement rules, interaction logic, and level variables.
  • Built prototype levels to test progression and analyze gameplay clarity.

Level & Environment Design

Readable Spaces

Environment samples focused on composition, route readability, visual hierarchy, and player orientation. These examples show how I think about the first read of a space before details are added.

Documentation Sample

Game Design Document

A production facing document sample covering mechanics, level principles, player goals, and implementation notes. The aim is to make design intent easy for teammates to use.