Welcome!

Hello! I am Orkun Ozkan, a Game Designer/Systems Designer with a passion for how mechanics can empower player expression and shape unique experiences.

Power Match

Power Match is a match-3 mobile game created in Unity for Good Job Games (https://www.goodjobgames.com/), created with a team of 20 interns during Summer 2025.

My primary role was: Product Manager
My secondary roles
were: Lead Game Designer, Producer, Art Director

Synopsis:
Power Match is a match-3 mobile game that uses special combos and power-ups and includes an in-game currency shop. The overall gameplay goal is the same as other match-3 games - clear the board in a finite number of moves.

Design Tasks
- Core global gameplay
- Playable Tile mechanics design, tuning, and balancing (power-ups, obstacles, and all other playable tiles)
- Tile interaction modeling and tuning
- Level design (25 out of 100)

Production Tasks

- Led weekly sprints
- Led regular developer team meetings
- Trello instance management

Art Direction Tasks

- Thematic design
- Tile selection and alignment with global thematic direction
- Designed thematic specs for the art team

Valeria the Pagan Priestess

Valeria the Pagan Priestess is a dark fantasy action platformer with fluid hack-and-slash combat and RPG elements. Explore a vast overworld map, rolling back the fog of war to discover dozens of unique locations, from towns and caravans to carefully crafted side-scrolling stages.

I work as the Game Designer of the team, creating levels, enemies, gameplay features, and many other design elements, like the menus. The game has a small core team of 7 members. The game also has a huge social media following on X/Twitter and Patreon, with many people backing the project. The game has some demo versions for Patreon supporters, but the release date of the game is not finalized right now.

I can not talk about diving deeper into my contributions as the game is yet to be released, but I faced many difficulties, including a language barrier and work culture. Everyone on the team other then me is from Argentina, and some of the members don't even speak English. We had to use tools or get from other members of the team to break this speaking barrier.

Echoes of Nox

Echoes of Nox is a 2D open-world Metroidvania set on a massive abandoned space station where multiple AI factions compete for control. The player is a stranded survivor navigating the station while manipulating the balance of power between competing machine intelligences.

My role: Game Designer / Systems Designer

Key Gameplay Features

  • Dynamic Territory Control System
  • Multiple AI Factions with Unique Behaviors
  • Nonlinear Metroidvania Exploration
  • Player-Driven World State Changes

I am working on:

  • Territory Control System Design
    • A sector-based territory system where the map is controlled by different AI factions.
    • Each sector can change ownership based on faction conflict.
    • Control of a sector influences enemy types, environmental hazards, and available resources.
  • AI Faction Structure
    • Different combat units and behaviors
  • Enemy Design
  • Map Layout and Integration


 Steam:  Coming Soon
YouTube: https://www.youtube.com/@Orang...

Lightyear Library

LightYear Library is a runner game where players, as space librarians, navigate various worlds to deliver books. The idea was born from my taught of what if a runner game had more lanes. The game has an easy gameplay loop, you have a 3x3 grid instead of 3 lanes, and you just dodge the meteors. We had 4 people working on this project, which was made in Unity.

I was in charge of:

  • Created the 3x3 grid system
  • Designed and made the level layouts in Unity engine.
  • Managed team workflow with Jira, organized sprints, and facilitated scrum meetings.


Obstacles that I faced and how I dealt with them:

  • This was my first official project in Unity, which I had to learn, which didn't take while as I am a fast learner and I greatly enjoyed Unity.

BOOMSTICK

Boomstick is a dynamic, movement-centric arena shooter that challenges players to move, shoot, and look cool doing it! As Boomguy, a robot with amnesia, you'll run, jump, and shoot through vibrant levels to uncover your lost memories. The main focus of the project is to make a game that consumers of the movement shooter genre can enjoy.

I was in charge of:

  • Designed and refined the core mobility features, focusing on how players can express themselves with movement mechanics.
  • Developed a variety of unique weapons.
  • Led the project using tools like Jira and Confluence, coordinating a team of nine through bi-weekly sprints.
    Created and maintained detailed design documents to ensure clarity and coherence.

MORE OF MY WORK