

HIMMET OĞUL AKOL
TECHNICAL PRODUCER & GAME DESIGNER
I’m a self-taught Unity Game Developer and Technical Producer combining technical expertise, project management, and business insight to deliver projects from concept to completion.

PROJECTS
COMMERCIAL PROJECTS

REALITY BREACH | PC | STEAM
SOLO DEVELOPMENT | 2 YEARS | SEPTEMBER 2026
ABOUT: Reality Breach is a story focused first-person psychological horror game. Story is about an exhausted game developer and his creation comes to life.
SUMMARY: Reality Breach is my first commercial project, started in 2024 after four game jams. I initially set myself a three-month deadline and managed to meet it, but I wasn’t satisfied with the result. The project then turned into a two-year journey of expanding ideas, cutting scope, making mistakes, fixing them, and learning what it actually takes to finish and ship a game. It became a full-scope, practical education in every stage of commercial game development.
Reality Breach released on September 2026. Within the first 24 hours, it sold 75 units, gained 55 new wishlists, received six positive reviews, and reached five times the number of visits it had during Steam Next Fest. China, USA, and Japan are the top three countries by sales. The game also received immediate coverage from YouTube creators on release day, with notable coverage reaching audiances in the Japan, USA and Europe. Sales have continued to grow steadily since release.

REALTIME SHADER MANIPULATOR | UNITY TOOL
SOLO DEVELOPMENT | 1 MONTH | NOVEMBER 2025
ABOUT: Realtime Shader Manipulator (RSM) is a Unity tool for dynamic runtime control of shader float properties. Supports modular, coroutine-based effects like oscillation, randomisation, and more.
SUMMARY: I created this tool to standardize the way to control shader float values whenever a change is required during runtime. I needed a way to change the values of shaders inside Unity for my project and I needed a solution for the long-term as in my development process I often times feel the need to animate shaders to change the atmosphere, improve the impact or simply give an animation ability to any shader when needed.
I’ve created this tool for Unity and published in Unity Asset Store. I’m actively using this tool in my games to create better experiences for the players.
GAME JAMS

CHASE BREAK | PC | ITCH.IO
Technical Producer / Associate Game Designer / 2D Cinematic Animator | 1 Month | JUNE 2024
ABOUT: Chase Break is a 2D Metroidvania PC game. The Story and characters are situated in a rich and dense cyberpunk setting several decades into the future.
SUMMARY: Before development began, I was absent for a month due to mandatory military service. I briefed the team and onboarded one of my teammates to take on the project leadership responsibilities in my absence. However, after returning from military service and rejoining the team, I found that the team size and morale had changed drastically. There was little visible progress, and the original deadline had already passed.
After assessing the project’s state and the team’s morale, I quickly brought everyone together and reorganized the team, helped restore motivation, and created a recovery plan with a clear set of priorities. We focused on delivering a minimum viable product within one month, successfully bringing the project back on track and completing it as a portfolio piece.

THE PREY | PC | ITCH
Technical Producer / Associate Game Designer | 7 Days | MARCH 2024
ABOUT: “The Prey” is a 3D survival game. In this game, you will play as a Bunny/Rabbit which will carry an Easter Egg safely from one nest to another. During this journey, The Bunny will be in constant danger as it will be hunted by something sinister!
SUMMARY: This was the second challenge we took on as a team to complete a project within seven days. In this project, I shifted from a development-focused role toward a managerial role, taking on Technical Producer responsibilities as my primary role. I also contributed to the game design process to ensure that a playable prototype/MVP could be delivered within the deadline.
Throughout the project, I tracked the progress of each department, identified and resolved bottlenecks, and contributed to game design to help define the project’s scope and direction. I maintained active communication with each team member, clarified miscommunications, and stepped in wherever additional support was needed.
By the deadline, we successfully delivered a playable MVP for the players to experience, demonstrating our ability to coordinate development, manage scope, and deliver under a highly constrained timeframe.

TEMPLAR’S VALOR | PC | ITCH
Technical Producer / Gameplay Programmer / 3D Environment Artist | 7 Days | MARCH 2024
ABOUT: Templar’s Valor is a rogue-like, turn-based, action-adventure game that is available on PC for 7DRL Challenge. It takes place in the medieval time period in a fictional empire known as Zelieden. Players can choose between 2 out of 4 classes to play within the game. Players will embark on a small journey to rescue the King’s family as they’re being held as prisoners of war by the dead ones.
SUMMARY: After the previous game jam, I gathered several team members and we decided to form a small team called Nocturnal Core. Building on our first experience working together, we challenged ourselves with the 7DRL Challenge, a roguelike game jam with a seven-day deadline. In this project, I maintained my developer role while expanding my responsibilities into production and environment art.
I developed and delivered the core gameplay mechanics, from character controls and AI behaviour to supporting gameplay systems, while also managing the project as a producer. I maintained communication across departments, identified and resolved bottlenecks, kept tasks on track, and continuously managed the project’s scope to ensure we could deliver within the seven-day constraint.
Alongside my development and production responsibilities, I also created 3D modular dungeon assets and props to strengthen the game’s visual identity and environments.
By the end of the seven-day deadline, we successfully completed and submitted the game to the 7DRL Challenge, marking our first successfully completed challenge as a team.

STATE OF SARAH | PC | ITCH
Lead Developer / Gameplay Programmer / 3D Animator & Rigger
| 1 Month | FEBRUARY 2024
ABOUT: State of Sarah is a first-person horror game that explores a dystopian reality through the perspective of Sarah, who has locked herself inside her apartment and begun a hunger strike.
SUMMARY: This was my first game jam experience. After extensive practice and studying, I decided I was ready to take on my first challenge and joined the Themed Horror Game Jam. Despite being my first game jam, I was the most experienced and knowledgeable team member in Unity and programming, so I took on the roles of Lead Developer and Gameplay Programmer.
Alongside my development responsibilities, I also expanded my skill set by learning character rigging and animation to create a more immersive experience for the player. I built the character controls and core gameplay systems from scratch, rigged and animated the player character, and integrated FMOD into Unity to establish the foundation for the sound design workflow.
I also worked closely with our game designer, translating the intended gameplay direction into functional systems and helping turn the design into a finished prototype within the deadline. Throughout development, I identified potential bottlenecks and communicated them to our producer, helping the team re-scope the project where necessary to keep development achievable within the available time.
By the end of the jam, we successfully delivered a finished playable prototype, marking my first experience working in a game development team under a strict deadline.
SKILLS

Unity

Blender

C#
Json

Trello

Miro
Figma

GIMP

Davinci Resolve

Github Desktop

Visual Studio

Audacity
EducatioN & Experience
2020
2021
LANCASTER UNIVERSITY
Master of Science – MSc. Innovation & Entrepeneurship (Double Degree)
2019
2021
KOZMINSKI UNIVERSITY
Master of Science – MSc Management, Business Administration and Management, Innovation Management
2012
2017
DOĞUŞ UNIVERSITY
Business Administration
2023
Present
game developer/technıcal producer
TheBossa Works – full tıme
- Developed broad, hands-on expertise across programming, game design, project management, marketing, and monetisation as a solo indie developer.
- Delivered 4 team-based game jam projects across diverse roles, including Technical Producer, 3D Designer, Animator, and Marketing: State of Sarah, Templar’s Valor, The Prey, and Chase Break.
- Released a commercial game on Steam, Reality Breach, achieving 100 copies sold and 55 wishlist additions within its first 24 hours.
- Developed and commercialised a Unity Editor tool, Realtime Shader Manipulator (RSM), providing a standardised framework for real-time shader float value manipulation..
Feb 2023
Jun 2023
Transactıon Monıtorıng Analyst (AML)
ING hubs Poland – Full tıme
- Analysis of client transaction data to detect illegal money-laundering and terrorist financing activities.
- Inspection and prevention of AML scenarios.
- Innovative development possibilities and implementation methods.
MAR 2022
NOV 2022
Supply chaın Plannıng Specıalıst
procter & gamble – full tıme
- Managed to produce essential parts for each product and assembly process of different categories to maintain production within ShaveCare which will lead to a global impact on the market.
- Demonstrated fluent and frıendly communication between internal and external contacts.
- Organised plans and factory groups with long and short-term planning to overcome crises and shortages.
MAR 2022
NOV 2022
Senıor customer support specıalıst
Teleperformance Greece – full tıme
- Achieved lasting satisfactory results of over 3600+ customers and company branches all around the globe.
- Produced a positive impact on international and professional communication skills throughout the process of solution making for customers and clients in English and Turkish.
- Achieved optimal levels of personal performance and accomplishments in planning, scheduling, and remote operations management.



















