Ensar Topuz
Unity Game Developer
I build games people actually play: shipped titles on mobile and Meta Horizon Worlds with 450K+ players, game jam entries and shader experiments.
Resume (PDF) (opens in a new tab)
eensar.topuz@gmail.com
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About
I am a game developer who loves both making and playing games. Most of my work is in Unity and C#, from core gameplay and UI to store, progression and build pipelines for shipped mobile games. More recently I have been coding games for Meta Horizon Worlds in TypeScript, played on mobile and in VR.
Lately I am leveling up my shader skills (ShaderLab, Shader Graph and GLSL; every object in the room on this page is built from code, with custom shaders). I also write beginner-friendly Unity articles in Turkish.
- 450K+ players on Prison Escape
- 300K+ downloads on Wand Evolution
- 4 shipped games
- 14 games in this portfolio
Experience
- Game Developer · Meta Horizon Worlds
Coded Prison Escape (450K+ players) and Train Your Pet (30K+ players). - Game Developer · Easy Clap Games
Shipped Wand Evolution (300K+ downloads) and Auto Plinko: Cannon Fire on iOS & Android. - Game Developer Intern · Mayadem Teknoloji
Built The Prophecy: A* pathfinding and random dungeon generation. - Game Jams · GGJ'24 · HUJAM'22 · Greeny Game Jam
Shipped three games in 48–72 hours with small teams.
Skills
- Unity
- C#
- Git
- Shaders (ShaderLab, Shader Graph, GLSL)
- C++
- Lua
- Python
- JavaScript
- Java
- three.js
- Unity Editor Scripting
- Mirror Networking
- Unreal Blueprints
- HTML / CSS
- Linux
Projects
Prison Escape (Obby Run)
Meta Horizon Worlds · Nov 2025 – Feb 2026 · Mobile · VR
450K+ players
A prison escape obby made for Meta Horizon Worlds: jump over obstacles, solve small puzzles and avoid the guards to get out.
I did the coding. The game reached 450K+ players across mobile and VR.
- Shipped
- Horizon Worlds
- TypeScript
- VR
Play on Horizon (opens in a new tab)
Train Your Pet (Idle Tycoon)
Meta Horizon Worlds · Feb 2026 – Apr 2026 · Mobile
30K+ players
An idle tycoon made for Meta Horizon Worlds: train your pet, race it to earn money and collect new animals.
I did the coding. The game reached 30K+ players on mobile.
- Shipped
- Horizon Worlds
- TypeScript
- Idle
Play on Horizon (opens in a new tab)
Wand Evolution
Easy Clap Games · iOS · Android
300K+ downloads
A hybrid-casual mobile game released on iOS and Android, downloaded more than 300K times.
I designed and implemented several core systems: the store, gear, pets, core game mechanics and UI. I also wrote extensive code for CPI test scenarios and contributed heavily to the build and deployment process.
App Store (opens in a new tab) Google Play (opens in a new tab)
Auto Plinko: Cannon Fire
Easy Clap Games · Android
My final project at Easy Clap Games, and easily one of my favorites. I fell in love with the concept and worked closely with the team to refine it.
I developed all the core systems, and it became one of the most polished games I have built.
Google Play (opens in a new tab) Watch gameplay (opens in a new tab)
Blast Game Clone
Case study · March 2024 · Mobile
Built in 10 days as a case study. Everything is my code, including all particle effects and UI layout. The company provided only the sprites and level data as JSON.
A singleton handles level management, ScriptableObjects store tile data, Unity actions keep systems decoupled, a state machine drives UI and level transitions, and particles are object-pooled.
Due to confidentiality I cannot share the source code.
- Case study
- Unity
- C#
- Architecture
Watch gameplay (opens in a new tab)
Block Throw
Market-test prototype · March 2025 · Mobile
A mobile puzzle game where you throw block shapes at a wall and clear the cells of the same color before time runs out.
Made as a prototype for a publisher market test. I did the development, art, level design and promo videos. The test results were not good enough, so the project was stopped.
Squishpile
Hobby project · web · September 2026 · Web · mobile & desktop
A web game where you drop jellies into a jar and merge the matching ones.
I wrote my own soft-body physics instead of using a library, so the jellies squish and bounce under pressure. Made with TypeScript and HTML canvas.
- Hobby
- TypeScript
- Soft-body physics
- Canvas
UniSand
Hobby project · Feb 2024 – ongoing · PC
An experimental hobby project. Each pixel is rendered as a sprite, and a grid system manages the interactions and behaviors of the different elements.
- Simulation
- Unity
- C#
- Open source
Source code (opens in a new tab)
Shader Notes
Self-study · open source · June 2024 – Jan 2025 · Unity (Cg)
Notes and experiments from learning shaders in Unity. Each experiment is a small effect written in Cg, with a GIF and the key code.
Includes stencil masks, a kaleidoscope effect, health bars, sprite outlines, lighting, fresnel, UV distortion and raymarching.
- Shaders
- Cg
- Unity
- Open source
Source code (opens in a new tab)
Age Of Circus
GGJ'24 · 48 hours · team of 5 · January 2024 · PC
Made in 48 hours at Global Game Jam 2024 with a team of five: two developers, two visual artists and one audio artist.
A parody of Age of Empires. I developed the grid and placement system, the UI and the overall game states.
Watch trailer (opens in a new tab) GGJ page (opens in a new tab)
Lost In Spawce
HUJAM'22 · 72 hours · team of 3 · December 2022 · PC
Made in 72 hours at HUJAM 2022 with a team of three.
During a meteor shower our astronaut loses his beloved cat to one of three unexplored planets, and has to fight his way through aliens to find it.
Play on itch.io (opens in a new tab)
Trash Monster
Greeny Game Jam · 48 hours · October 2022 · PC
Made in 48 hours at Greeny Game Jam. Your only weapon against a monster made of garbage is the garbage it throws: collect it fast and sort it into the right recycling bins. Wrong bins cost health, and trash left on the ground turns toxic.
I mostly built the UI for this one.
Play on itch.io (opens in a new tab) Source code (opens in a new tab)
HomEfficient
Computer Graphics term project · January 2022 · Web
An educational game about saving energy by turning off devices, built for a computer graphics course.
I wrote two custom vertex/fragment shader pairs, generated rooms with Binary Space Partitioning, and used three.js for rendering, ammo.js for physics and tween.js for animation.
Planned as a group project, I built it alone. The hardest part was working with poorly documented libraries, which I solved by researching and experimenting.
Watch gameplay (opens in a new tab) Source code (opens in a new tab)
Unity Articles
Writing · Medium · Ongoing · Medium
I write about coding principles and Unity on Medium and share all the code from the articles on GitHub.
They are in Turkish so that beginners who do not read English can learn Unity and good coding practices easily.
Read articles (opens in a new tab) Source code (opens in a new tab)