Unreal Engine Gameplay Developer · 6 Years Experience

Batuhan Musaoglu

Building immersive worlds with C++ & Unreal Engine.
From AA studios to shipped titles on Steam.

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The Developer

Batuhan Musaoglu

Unreal Engine Gameplay Developer with nearly 6 years of experience in the gaming industry. Specialized in C++, Unreal Engine 4 & 5, Gameplay Ability System (GAS), artificial intelligence, and complex system integrations. From AAA shooters to narrative simulations — I build the systems that make games feel alive.

0 Studios Worked
0 Years Experience
0 Games Shipped

Career Timeline

7 studios · 6 years of professional game development

Unreal Engine Gameplay Developer

ORKA Informatics
08.2025 – Present 📍 Istanbul, Turkey Current

Developed narrative and interaction systems in UE5 (C++) for a cargo vessel simulation project. Focused on immersive gameplay loops and realistic interaction frameworks.

UE5C++SimulationNarrative Systems

AI Team Lead · Gameplay Developer

Tekden Studios
01.2025 – 08.2025 📍 Istanbul, Turkey Shipped

Led the AI team and was responsible for combat systems and GAS integration for "Ertuğrul of Ulukayın". Designed and implemented AI behaviors for large-scale battle scenarios.

UE5C++GASAI SystemsTeam Lead

Unreal Engine Gameplay Developer

Inventuna Games
01.2024 – 01.2025 📍 Istanbul, Turkey Shipped

Worked on the fast-paced roguelite FPS "Holy Shoot" — a chaotic hell-themed action game featuring Seven Deadly Sins boss fights, randomized run layouts, and comedic combat. Developed core gameplay loops, weapon systems, and upgrade mechanics from the ground up.

UE5C++CombatWeapon Systems

Generalist Unreal Engine Developer

DR Studios × 505 Games
05.2022 – 01.2024 📍 Milton Keynes, UK AA Shipped

Worked on "Hawken Reborn", a competitive mech shooter. Contributed to analytics systems, UI implementation, gameplay loop improvements, and console aim assist tuning.

UE4/5C++UIAnalyticsConsole

Unreal Engine Gameplay Developer

Red Chameleon Game Studios
05.2022 – 04.2023 📍 Istanbul, Turkey

Contributed to personal shooter projects using GAS and advanced combat system architectures. Built modular ability systems and complex character interaction frameworks.

UE5C++GASFPS

Unreal Engine AI Developer

Metavision
10.2021 – 05.2022 📍 Istanbul, Turkey Shipped

Developed interaction and AI systems for "FILEDestined", a mystery game released on Steam. Designed behavior trees, NPC interaction logic, and companion AI systems.

UE4C++AIBehavior TreesSteam

Unreal Engine Gameplay Developer

HES GAMES
08.2020 – 10.2021 📍 Istanbul, Turkey Shipped

Revamped gameplay systems for the MMO FPS "Sabotaj". Overhauled weapon mechanics, animation systems, replication logic, and Steam SDK integration for online play.

UE4C++MMOMultiplayerSteam SDK
🎓

B.S. Computer Engineering

Haliç University · Istanbul, Turkey
2017 – 2021
📜 Advanced C++ Programming — 2020
📜 C++ Programming Fundamentals — 2020

Released Titles

5 commercial games shipped across Steam, Epic Games & PC

Hawken Reborn
UE5

Hawken Reborn

Mech Shooter · AA

Competitive mech shooter developed at DR Studios (UK) in partnership with 505 Games. Contributed to analytics, UI, gameplay systems, and console aim assist tuning.

UE5 C++ Multiplayer Console
View on Steam
Holy Shoot
UE5

Holy Shoot

Action Roguelite · FPS

A fast-paced action roguelite FPS built at Inventuna Games. Developed core gameplay loops, weapon systems, and advanced combat mechanics from the ground up.

UE5 C++ Combat Roguelite
View on Steam
File Destined
UE4

File Destined

Mystery · Narrative

A mystery narrative game released on Steam, developed at Metavision Studio. Built the AI interaction systems, NPC behaviors, and companion logic.

UE4 C++ AI Behavior Trees
View on Steam
Ertuğrul of Ulukayın
UE5

Ertuğrul of Ulukayın

Action RPG · Turkish Epic

Led the AI team at Tekden Studios for this large-scale action RPG. Responsible for GAS integration and combat system design for large battle scenarios.

UE5 C++ GAS AI Lead
Sabotaj
UE4

Sabotaj

MMO FPS · Tactical

Turkish MMO FPS published by IDC Games & HES Games. Revamped weapon mechanics, animation systems, replication logic, and Steam SDK integration for online play.

UE4 C++ MMO Multiplayer Steam SDK
View on Steam

Gameplay Highlights

Technical breakdowns of what I built in each shipped title

Sabotaj
01

Sabotaj — MMO FPS Weapon & Online Systems

Core developer on Sabotaj MMO FPS (HES Games), published on Steam and IDC Games in 13 languages. Rebuilt gameplay systems using GET/POST requests and socket communication, and owned the weapon system end-to-end.

  • 🔫
    Weapon System: Designed and implemented complete weapon logic including firing, reloading, damage, and TPS animation integration.
  • 🌐
    Steam Integration: Integrated Steam friend system, lobbies, and online matchmaking via Steamworks SDK.
  • 🔧
    Tech Stack: UE4, C++, Steam SDK, GET/POST Requests, Socket Communication, Perforce.
UE4 C++ MMO Steam SDK Weapon Systems
File Destined
02

File Destined — AI & Character Interaction Systems

Worked as Gameplay & AI Developer at Metavision on a horror game that shipped on Steam as File Destined. Built the full character interaction framework and all in-game AI from scratch.

  • 🤖
    AI Systems: Designed and implemented all NPC AI behaviors including patrol, detection, and chase logic using Behavior Trees.
  • 🎭
    Interaction System: Built the character interaction framework driving all in-game NPC dialogue and event triggers.
  • 🔧
    Tech Stack: UE4, C++, Behavior Trees, EQS, Gameplay Tags.
UE4 C++ AI Behavior Trees Horror
Hawken Reborn
03

Hawken Reborn — Generalist AAA Development

Joined DR Studios (UK) as a Generalist UE Developer on Hawken Reborn, an AAA mech shooter published with 505 Games. Covered analytics, UI, gameplay systems, and console-specific features over 1 year 9 months.

  • 🕹️
    Console Aim Assist: Tuned and implemented aim assist systems for smooth controller gameplay on console platforms.
  • 📊
    Analytics & UI: Built in-game analytics pipelines and UI screens; game infrastructure supports co-op and multiplayer via PlayFab.
  • 🔧
    Tech Stack: UE4/5, C++, PlayFab, Blueprints, Console SDKs.
UE5 C++ PlayFab Console AAA
Holy Shoot
04

Holy Shoot — Core Gameplay, Combat & GAS Foundation

Built the entire gameplay foundation for Holy Shoot, a roguelite action FPS at Inventuna Games. Sole gameplay developer responsible for all combat systems, weapon mechanics, and the full GAS ability architecture.

  • ⚔️
    Combat Systems: Designed and implemented all combat mechanics — hit detection, damage flow, enemy reactions, and death systems — entirely in C++.
  • GAS Foundation: Built the ability, attribute, and passive systems from scratch using the Gameplay Ability System (GAS) framework.
  • 🔧
    Tech Stack: UE5, C++, GAS, GameplayEffects, AttributeSet, Roguelite Room System.
UE5 C++ GAS Roguelite FPS
Ertuğrul of Ulukayın
05

Ertuğrul of Ulukayın — Combat, GAS & AI Team Lead

Led the AI team and owned the full combat system rebuild at Tekden Studios for this large-scale action RPG. Drove the GAS migration and built the Companion AI system from the ground up.

  • 🗡️
    Combat Overhaul: Rebuilt the entire combat system in C++ — weapon handling, hit validation, combo logic, and GAS-driven ability activation for both players and AI.
  • 🤝
    Companion System: Led development of the Companion AI — behavior trees, state machines, and GAS integration for ally characters in large battle scenarios.
  • 🔧
    Tech Stack: UE5, C++, GAS, Behavior Trees, Mass AI (large-scale battles), Epic Games.
UE5 C++ GAS AI Lead Companion AI

Tech Stack

🎮 Game Engines

Unreal Engine 595%
Unreal Engine 492%

💻 Programming

C++ (Unreal)93%
Blueprints88%
C / Python / Java75%

🧠 Gameplay Systems

GAS (Gameplay Ability System)95%
AI / Behavior Trees92%
Multiplayer / Replication95%

🛠️ Tools & Pipeline

Git / Perforce / SVN / Plastic SCM95%
Steam SDK / Playfab82%
Jira / Trello / MSSQL90%
Unreal Engine 5 C++ Blueprints GAS AI / Behavior Trees Pathfinding Multiplayer Steam SDK Perforce SVN Git PlasticSCM Playfab Jira Python Java MSSQL

Let's Build Something

Open for freelance projects, collaborations, and full-time roles.