Game Design
- Gameplay, system, quest, and narrative design
- Game Design Document creation and production notes
- Mechanic ideation, prototyping, and iteration
Entrepreneur / Game & Level Designer
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.
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.
Selected Work
Pixel Art Puzzle Game
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.
Physics Platformer
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.
Mobile Puzzle Game
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.
Level & Environment Design
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
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.