Umut Eren Demirci
Game designer · Systems · Levels · Progression

Umut Eren Demirci

I design difficulty curves, progression and systems players can read at a glance, and I test them with data: every game below was balanced by bots that play its real rules.

Before games I spent twelve years teaching English and designing courses. That job was mostly about difficulty curves: introduce one skill at a time, watch where people struggle, adjust the pace. I studied linguistics and English literature at Ankara University, and since 2013 I have been writing The Chronicles of Demise, a fantasy novel series I am now adapting into a game. I'm looking for game design roles in systems, levels or content, especially in mobile and hybrid-casual games.

  • 8 playable games
  • Bot-tested balance
  • GDDs, flowcharts, economy workbooks
  • Unity 6 · C#
See the gamesDownload CVEmail meLinkedIn
Photo of Umut Eren Demirci
Design documents

Design samples

Built from the games' real data and my novel's manuscript: levels, story, features and new ideas.

Level design · 8 pages

The Tower: a hand-made level pack

Twelve Arcana Match levels, two to a page: board, heatmap, intent, the designed fail point against the real losses, first-draft versus final numbers, and every iteration, including the redesigns the data asked for.

Read the pack
Level teardown · 8 pages

Candy Crush Saga, levels 1–105

How King teaches, paces and tags its opening, from the wiki's record of every level; two levels rebuilt and measured, level 46 redesigned, and the lessons applied back to my own pack.

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Level design · 8 pages

Levels from rules, tuned by bots

A Brushfall climb with three heroes' routes, Arcana Match's 85-level curve and board shapes, Arcana Siege's teaching waves, an idle island as a level, and The Mouth of Silence's one-rule puzzles, with an open problem and its next fix.

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Narrative design · 8 pages

The Chronicles of Demise, Book 1

From my novel's manuscript: two cosmologies written as opposites, magic as grammar, three converging strands, the world's creators as narrators, a scene study, and how the book's rules become systems.

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Live ops · 5 pages

Four feature proposals

One feature per mobile game, each answering a weakness the game's own data shows, with rules, economy impact, risks, an A/B test with a computed sample size, and an ICE priority.

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New games · 5 pages

Three concepts, one call

A decoding word puzzle, a jam puzzle and a calm island-drawing game, each with its hook, loop, ad and risks, scored against a hybrid-casual brief with a go / iterate / kill test plan.

Read the concepts
Contact

Let's make something readable

Open to game design roles in systems, levels and content.

Email meLinkedInCV (PDF)