CEM TOKGÖZ
GAME DESIGNER | SYSTEMS & PRODUCT
Hello! My name is Cem and I'm a game designer with 6 years of experience across mobile hyper-casual, midcore, and top-grossing live titles. I've worked on everything from rapid prototyping and core loop design to LiveOps content and F2P systems, and I hold a BSc in Media & Visual Arts.
Below you'll find a portfolio highlighting some of my game development work.
Experience
Hunt: Showdown 1896
Hunt Showdown is a very competitive FPS PvP game by Crytek, carrying a lot of enforcers thanks to its PvE content. Players need to fight their way to clear the map from the monstrosities of some dark realms.
Genre: First-Person Shooter, PvP, Extraction
Engine: CryEngine
Platforms: PC, Playstation 5, Xbox Series X/S
Role(s) and responsibilities:
Quality Assurance
Ran live-service QA across functional, regression, and network testing on a live AAA title.
Logged, tracked, and triaged gameplay bugs in Jira, working directly with developers on high-priority live issues.
Test AutomationBuilt small gameplay-validation automations in CryEngine (e.g. verifying object and interaction states), recognized by leads.
Role(s) and responsibilities:
Content Developer & Manager
Managed content pipelines and localization across 40+ languages during a key scaling period (the game grew from ~5 languages to 40+ while I was there).
Built daily puzzle content, regional events, and seasonal updates to support engagement and retention.
Localization ManagementSourced and managed remote freelance linguists per language, processing their work into the live product at a consistent quality standard.
Systems / DataWorked with the lead engineer on a rule-based system that scored candidate words to decide inclusion, tuning the dictionary at scale.
Words of Wonders: Crossword
Words of Wonders is a mobile puzzle game by Fugo Games. Players travel the globe by connecting shuffled letters placed on a wheel to solve crossword grids. It blends brain-teasing vocabulary challenges with global culture and history, letting players discover different countries while expanding their language skills.
Genre: Puzzle, Word
Engine: Unity
Storage Wars
“Storage Wars” is one of the several hyper-casual titles I worked on at Studio Billion. Players manage a tycoon-style storage business, housing incoming wares so that bidders compete over the storages.
Genre: Management, Idle
Team Size: ~5
Duration: 2 weeks
Engine: Unity
Role(s) and responsibilities:
Game Design
Took the concept from idea to prototype: ideation, core loop, and pitch.
Designed progression and the management/idle economy loop.
Level & Systems DesignTuned difficulty and balancing with CPI and retention in mind.
(Part of a body of 30+ hyper-casual titles I took to prototype and CPI testing at Studio Billion.)
Rumble Suits (Shelved)
Rumble Suits was an upcoming midcore mobile ARPG by Studio Billion. The concept let players patrol a geolocation-based map, team up with others, and fight formidable enemies together, with crossplay extending to AR platforms.
Genre: AR, Location Based, Hack-n-Slash, RPG
Team Size: 16
Engine: Unity
Platforms: iOS, Android, Oculus Rift, Apple Vision Pro
Role(s) and responsibilities:
System Design
Co-designed core matchmaking systems, including both player-to-player and geolocation/POI-based pairing.
Designed a fair-contribution system for co-op combat, balancing skilled and casual players while preventing free-riders.
Game Design DocumentationOwned the project's GDD, covering economy models, balancing, and narrative integration.
Consolidated scattered ideas across the team and surfaced gaps in proposed systems.
Cross-Functional WorkCoordinated between art, narrative, and engineering during full-studio focus cycles.
Yuuki
Yuuki is a game where you are playing Yuuki, a wild and loving fox whose sibling Yuumi was abducted by the evil wizard. Its up to Yuuki to save the forest and Yuumi. The game was made during the Global Game Jam 21 Istanbul @BUG.
Genre: 2D Platformer
Team Size: 3
Duration: 48 hours
Engine: Unity
Skills
Game Design
Ideation & Concept Design
Systems & Core Loop Design
Level Design
GDD Ownership
F2P Economy & Monetization
Co-op / Multiplayer Systems
Rapid Prototyping
Product & Live
Concept Pitching
CPI Testing & Iteration
LiveOps Content
Localization Management
Player Engagement
Product Thinking
Languages
Turkish (native)
English (fluent)
French (fluent)
Romanian (B1, certified)
Softwares & Tools
Engines
Unity
Unreal Engine
Godot
Design & Prototyping
Figma
Adobe XD
Illustrator
Premiere
Hand Sketching
Documentation & PM
Confluence
Notion
Jira
Trello
Data & Version Control
Google Sheets
Git
SourceTree
AI-Assisted Workflows
MCP-based agents
Cursor
About Me
I've been drawn to games for as long as I can remember. It started with a Nintendo console and Super Mario, then grew as I watched my cousin play PC classics like Tomb Raider and Commandos. The GameCube and Game Boy years sealed it for me, with Pokémon Red, Tetris, and Zelda taking over half of my free time. Whether playing solo, couch gaming with friends, or later at LAN parties and in World of Warcraft, games have been a constant in my life ever since.
My background is a mix of things. I studied Media & Visual Arts at Koç University, which gave me an eye for both visual and systemic design, and I've always been someone who thinks about how the pieces of an experience fit together and why people keep coming back.
Over the past six years I've worked across the mobile games industry, from hyper-casual to midcore to top-grossing live titles on mobile game studios. I started in content and localization on Words of Wonders, moved into game design at Studio Billion where I generated and prototyped dozens of concepts, and most recently spent time in QA on a live AAA title at Crytek. My biggest lesson came at Fugo Games, where I saw up close what an IP really is: how a single game climbs to the top and sustains its success once it gets there. It was inspiring to witness, and I believe it holds true for any strong studio.
What ties my work together is the satisfaction a good game can give. I like the moment when controls and an interface turn into a real feeling, and I think that pull works for almost anyone. That belief shapes how I design: I want games that more people can pick up and enjoy.
Outside of work, I'm into board sports and have been snowboarding, skating, and surfing since I was 15. I love movies and photography, and lately I've picked up wood carving and shaping. I'm also always up for traveling to see new places.
Right now I'm exploring opportunities in the industry while using the time to grow through personal projects. I'm building a puzzle game in Unity, and developing another project set in an original game universe, where I'm still working through the story and structure before prototyping in Unreal Engine 5.