ef.EMRE FISTIKCIOGLU
SENIOR GAME ENGINEER & GAME ARCHITECTBERLIN, DE

Hi, I’m Emre.

Engineering
worlds of play.

I build the systems behind great games. From responsive gameplay to scalable architecture, I help teams turn ambitious ideas into experiences people love.

UNITY · UNREAL ENGINE · C# · C++
GAMEPLAY · ARCHITECTURE · TOOLS
SELECTED WORK / 01
Official Subway Surfers City key art featuring its cast of characters
SYBO · GAME ENGINEER

Subway Surfers City

GAMEPLAY SYSTEMS 2022—2024

EXPERIENCE ACROSS
AMBITIOUS GAME TEAMS

~20%

faster loading

GoArt · RoofStacks
31%

smaller builds

GoArt · RoofStacks
15

engineers led across 3 teams

Technical leadership · RoofStacks
7+

years in game engineering

From gameplay to live operations

01 / SELECTED WORK

Built for players.
Engineered to scale.

A selection of games and the systems
I’ve helped bring to life.

Subway Surfers City official artworkSYBO
GAME ENGINEER2022—2024

Subway Surfers City

Gameplay systems and a custom dependency injection framework, adopted across the project.

MobileUnityECSDependency injection
My contribution
  • Built the project’s dependency injection framework from the ground up.
  • Implemented gameplay and systems in a data-oriented ECS architecture within a seven-engineer team.
  • Worked with URP, Addressables, Jenkins CI/CD, and internal production tools.
Explore the game ↗
Craft World gameplay on a mobile deviceVOYA GAMES
GAME ENGINEER2026—PRESENT

Craft World

Cross-platform gameplay, live operations, and measurable performance improvements.

MobileWebGL · iOS · AndroidUnityLive ops
My contribution
  • Delivered gameplay, meta, monetization, and live-ops tooling in a five-engineer team.
  • Resolved production issues including in-app purchase failures.
  • Worked across Unity/MVC/Zenject/UniRx and a TypeScript, GraphQL, and PostgreSQL backend.
Explore the game ↗
Official SEED key art from Klang GamesKLANG GAMES
GAME ENGINEER2022

SEED

Core gameplay engineering for an ambitious multiplayer simulation.

PCMultiplayerECSSpatialOS
My contribution
  • Contributed to core gameplay systems using Klang’s in-house ECS framework.
  • Worked with SpatialOS on networked gameplay and distributed simulation features.
Explore the game ↗
GoArt Metaverse artwork featuring three characters and the GoArt logoRoofStacks
GAME ARCHITECT2025—2026

GoArt

A full-system refactor for a mobile metaverse experience, supported by reusable engineering frameworks.

MobileArchitectureCode generationUI Toolkit
My contribution
  • Led the GoArt refactor: 31% smaller builds, approximately 20% faster loading, and approximately 15% higher runtime FPS.
  • Designed shared WebSocket communication, MVC code generation, and Unity UI Toolkit MVVM frameworks.
  • Led 15 engineers across three teams and recruited approximately half the engineering organization.
View GoArt on Google Play ↗
Olpamis title artwork showing its glowing logo beneath a dark cave archRoof Games
GAME ARCHITECT2025—2026

Olpamis

In-house entity component system framework and code generation for a seven-engineer PC/console team.

PC/ConsoleIn-house ECSCode generation
My contribution
  • Designed an in-house entity component system framework and code-generation pipeline powering the project’s gameplay.
  • Architected a performant MVVM framework for the game’s UI.
  • Led technical direction for the seven-engineer AA team as part of a broader three-team engineering organization.
Explore Olpamis at Roof Games ↗
EverBlast official artwork with its heroine and game logoEverBlast bubble puzzle gameplayGleam Games
LEAD GAME DEVELOPER2021—2022

EverBlast

Core game systems, Unity production tools, and the engineering team behind a mobile puzzle adventure.

MobileUnityProduction toolsTeam leadership
My contribution
  • Developed core systems and Unity production tooling at Gleam Games.
  • Built an eight-engineer team over approximately six months.
View EverBlast on the App Store ↗
More games. More ways to play.EARLIER WORK & GAME JAMS

Mobile

Bramble

Lead Game Developer · 2020–2021

A gamified parent–child communication app. Feature architecture, legacy refactoring, and an approximately 50 MB reduction in build size.

PC

BORA: Efsane Doğuyor

Game Developer · Marvy Games · 2019–2020

Authoritative MMOFPS networking, movement, combat, and backend integration with Forge Networking Remastered.

PC · Game jams

Surgeon Rush / Getting Old

Ludum Dare 49 & 50 · 2021–2022

Small, playful experiments built for game jams.

Play Surgeon Rush ↗

PC · Browser

Rusna

Independent project · 2018

A multiplayer browser survival game, listed among my early LinkedIn projects.

02 / OPEN SOURCE

Less boilerplate.
More building.

github.com/erkerkiii ↗

03 / EXPERIENCE

Hands on.
Big picture.

I work where gameplay, architecture, and people meet — building systems, solving production problems, and helping engineering teams grow.

JAN 2026 — PRESENT

VOYA Games CURRENT

Game Engineer

Berlin, Germany
JAN 2025 — JAN 2026

RoofStacks

Game Architect

Istanbul, Turkey
APR 2024 — JAN 2025

Ringtail Interactive

Senior Game Engineer

Stockholm, Sweden
JUL 2022 — JAN 2024

SYBO

Game Engineer

Copenhagen, Denmark
FEB 2022 — JUN 2022

Klang Games

Game Engineer

Berlin, Germany
Earlier experience
APR 2021 — FEB 2022

Gleam Games

Lead Game Developer

Istanbul, Turkey
JUL 2020 — MAR 2021

Bramble App

Lead Game Developer

Singapore
MAR 2020 — JUL 2020

HiGames

Lead Game Developer

Istanbul, Turkey · Approximately one playable prototype per week.
JUL 2019 — FEB 2020

Marvy Games

Game Developer

Istanbul, Turkey

04 / TALKS & WORKSHOPS

Build it.
Share what you learn.

Technical talks, workshops,
and growing the next generation of engineers.

DevFest Istanbul 2023 official recording thumbnail
DEVFEST ISTANBUL · 2023

Road to Metaverse:
GoArt Creator SDK

A presentation on the GoArt Creator SDK at GDG Istanbul’s developer conference, sharing the creator tools developed with the GoArt team.

Watch the recording ↗
05technical workshops
& presentations

Sharing practical engineering experience with teams and developer communities, including a public DevFest session.

Level UP Academy acknowledgment ↗
Portrait of Emre Fıstıkçıoğlu

05 / A LITTLE ABOUT ME

Emre
Fıstıkçıoğlu.

Süleyman Emre Fıstıkçıoğlu
Based in Berlin, Germany

I care about how a game feels — and how well its systems hold up behind the scenes.

My work spans mobile and PC/console games, multiplayer simulations, creator tools, and game software architecture. I bring hands-on engineering together with technical direction, from pre-production through live operations.

Gameplay & architecture

Unity · Unreal Engine · C# · C++ · ECS / DOD · Dependency injection · MVC / MVVM

Multiplayer & performance

Deterministic simulation · Authoritative servers · Profiling · Addressables · WebSockets

Tools & production

Code generation · Roslyn analyzers · UI Toolkit · Jenkins · CI/CD · TypeScript

HAVE SOMETHING IN MIND?LET’S MAKE IT PLAYABLE.
Let’s build
something great.