ATT

LAB / DEVELOPMENT STUDIES

Development Lab

A technical learning archive of mechanic experiments, early system prototypes, and focused practice work.

I use smaller projects and focused studies to explore mechanics, implementation ideas, and visual or technical skills.

01 / TECHNICAL STUDIES

System / Mechanic Studies

Focused prototypes used to explore movement, interaction, AI behavior, and gameplay-system implementation.

  1. 01MOVEMENTPROTOTYPE

    MECHANIC STUDY

    Movement System Study

    A mechanic-first movement prototype combining fast ground traversal, wall movement, and web-inspired aerial tools in a blackout test environment.

    REFERENCEGhostrunner / Marvel’s Spider-Man — reference studies

    GHOSTRUNNER-INSPIRED MOVEMENT

    • Run
    • Wall Ride
    • Slide

    SPIDER-MAN-INSPIRED MOVEMENT

    • Swing with aim assist
    • Web Pull
    • Tether Ascend / Descend
    Movement Study FootageAn early gameplay capture of the movement prototype.

    WHAT WORKED

    The prototype brought the verified traversal mechanics into one mechanic-first test environment.

  2. 02FPS / OUTPOST SYSTEMSPROTOTYPE

    GAMEPLAY PROTOTYPE

    FPS / Outpost Systems Study

    A Far Cry-inspired outpost prototype focused on FPS interaction, stealth/combat encounter logic, AI movement, detection, and escalating responses.

    REFERENCEFar Cry — reference study

    OUTPOST FLOW

    • Outpost capture
    • Alarm escalation
    • AI movement

    DETECTION RESPONSES

    • Reaction to corpse discovery
    • Struggle / combat detection
    • Player detection

    STUDY NOTES

    A basic takedown mechanic existed in the prototype, but no footage is currently available.

    Unity development view showing the full fortified outpost used in the Far Cry-inspired FPS study.
    Outpost Layout OverviewThe enclosed encounter space used to structure the prototype’s outpost-style stealth and combat flow.
    Unity development view looking into the outpost with an AI character visible below a watch position.
    Encounter Observation ViewA prototype view used while studying detection, AI movement, and response behavior inside the outpost.
  3. 03AI / SYSTEMSPROTOTYPE

    SYSTEM EXPERIMENT

    AI Systems Experiment

    A learning experiment in modular NPC perception: sensory events build awareness over time instead of flipping a simple detected / not detected switch.

    SENSORY INPUT

    • Vision considers range, field of view, line of sight, and target visibility.
    • Hearing uses a sound event's position and strength to create a point of interest, not an exact player reveal.
    • Proximity can provide another local stimulus.

    PROCESSING & RESPONSE

    • Stimulus strength, reliability, and priority shape awareness changes.
    • Perception memory retains recent stimuli; confidence decays as they become outdated.
    • Last Known Position supports investigation after visual contact is lost.
    • Perception, awareness, and behaviour remain separate so the model can be reused and extended.

    STUDY NOTES

    Learning Experiment → Modular AI Perception Study → Advanced Mafia Simulator AI

    I built the original experiment to improve my AI programming and gameplay systems design skills. Its concepts now inform a more advanced NPC AI architecture in development for Mafia Simulator; the study itself is not that final implementation.

    MODULAR PERCEPTION FRAMEWORK

    1. ENVIRONMENT
    2. VISION / HEARING / PROXIMITY
    3. PERCEPTION PROCESSOR
    4. PERCEPTION MEMORY + CURRENT STIMULUS
    5. AWARENESS SYSTEM
    6. SUSPICIOUS / INVESTIGATING / ALERT
    7. DECISION SYSTEM
    8. PATROL / SEARCH / CHASE / COMBAT
    AWARENESS PROGRESSION
    1. UNAWARE
    2. SUSPICIOUS
    3. INVESTIGATING
    4. ALERT

    Awareness can step back as information ages or the target is lost.

02 / FOUNDATIONAL PRACTICE

Practice / Visual Studies

Smaller exercises used to strengthen implementation fundamentals, visual judgment, and 3D workflow.

  1. 04GAME RECREATIONSPRACTICE WORK

    TECHNICAL RECREATION

    Pong Recreation

    A compact classic-game recreation focused on collision, scoring, round flow, and responsive gameplay-programming fundamentals.

    REFERENCEPong

    CONTRIBUTION

    Ahmet handled the programming. Visual and art work was created by friends and teammates.

    Pixel-art Pong recreation menu framed as an arcade cabinet screen.
    Arcade MenuThe menu presentation for the classic-game recreation.
    Pong recreation gameplay with two paddles, a ball, and a score over a stylized desert background.
    Round GameplayThe active collision, scoring, and round-loop presentation.

    WHAT WORKED

    The project provided a compact environment for connecting ball movement, collision responses, scoring, round state, and UI feedback into a complete gameplay loop while collaborating with teammates responsible for the visual direction.

    WHAT I’D IMPROVE

    If rebuilt today, gameplay state, scoring, UI updates, and round flow would be separated more deliberately into modular responsibilities, building on the experience gained from this early learning project.

  2. 05GAME RECREATIONSPRACTICE WORK

    TECHNICAL RECREATION

    Snake Recreation

    A focused recreation with distinct Head, Body, and Tail behavior and new body segments inserted as the snake grows.

    REFERENCESnake

    CONTRIBUTION

    Ahmet handled the programming. Visual and art work was created by friends and teammates.

    Snake recreation gameplay in a dark pixel-art forest environment with ponds and collectible flowers.
    Forest Gameplay ViewA wider gameplay view showing movement through the first environment.
    Snake recreation gameplay in a detailed forest-floor scene with the segmented snake and a collectible visible.
    Segmented Snake ViewA closer view of the separately considered head, body, and tail presentation.

    WHAT WORKED

    Separating the snake into distinct Head, Body, and Tail parts kept movement responsibilities clear, while inserting new body segments supported predictable growth behavior.

    WHAT I’D IMPROVE

    The foreground and background use values that are too close, reducing visual clarity. A future pass would improve contrast so the playable elements read more clearly at a glance.

  3. 06GAME RECREATIONSPRACTICE WORK

    TECHNICAL RECREATION

    Flappy Bird Recreation

    A beginner gameplay-programming exercise focused on obstacle timing, scoring, repeated movement, and responsive input feel.

    REFERENCEFlappy Bird

    CONTRIBUTION

    Programming was completed by Ahmet using ready-made assets suitable for a learning project.

    Portrait Flappy Bird learning-project gameplay with a score, bird, and alternating pipe obstacles.
    Obstacle LoopA learning-project capture of the timing, input, and score loop.
  4. 07CARD / CONTENT DESIGNPROTOTYPE

    GAME DESIGN STUDY

    Devil & Sinners

    A card-system and game-design study focused on rules, card properties, rarity and power relationships, and devil/sinner card identity.

    CONTRIBUTION

    Ahmet contributed game design, card-property design, rarity and power planning, and the logic defining devil- or sinner-side cards. Programming ownership is not claimed.

    Devil & Sinners prototype board with branching tiles and a three-card hand.
    Prototype BoardThe playable board and card-hand context used by the study.
    Devil & Sinners card selection showing three cards with distinct property and rarity treatments.
    Card SelectionA selection state showing different card identities and property treatments.
    Unity development overview of the branching Devil & Sinners board layout.
    Board StructureA development overview of the branching play-space structure.
  5. 08HORROR PROTOTYPEPROTOTYPE

    GAME DESIGN STUDY

    Curse of Kwintet

    A demo-stage horror prototype exploring atmosphere, level setup, environmental presentation, fire VFX, props, and materials.

    CONTRIBUTION

    Ahmet contributed game design, level design, fire VFX, selected props and models such as torch/key-type assets, and selected materials. Blueprint and gameplay-programming ownership is not claimed.

    Curse of Kwintet horror prototype encounter in a torch-lit stone corridor.
    Horror EncounterA demo-state encounter framed through the torch-lit corridor environment.
    Curse of Kwintet stone corridor illuminated by repeated wall torches and fire particles.
    Corridor AtmosphereThe level setup, fire VFX, and repeated lighting rhythm supporting the horror tone.
    Curse of Kwintet prototype encounter with a figure isolated under red environmental lighting.
    Red-Light EncounterA darker encounter-state presentation used in the horror demo.
  6. 093D / VISUAL STUDIESPRACTICE WORK

    VISUAL STUDY

    Blender / 3D Studies

    Selected Blender exercises covering a wearable operator device, low-poly tree variants, wireframe studies, and a time-travel machine environment concept.

    Rendered Blender study of a wrist-worn control terminal with a wide screen and physical side controls.
    Wearable Control Terminal — RenderA wrist-based operational device conceived as an alternative to carrying a phone or tablet in manager/operator workflows.
    Blender wireframe view of the wearable control terminal model and wrist loops.
    Wearable Control Terminal — WireframeA wireframe view of the device form, display frame, controls, and wrist supports.
    Low-poly tree Blender study with faceted geometric leaf clusters.
    Low-Poly Tree Study — Geometric Canopy
    Low-poly branching tree Blender study with rounded faceted foliage.
    Low-Poly Tree Study — Branching Canopy
    Low-poly tree Blender study with broad angled branches and geometric leaf clusters.
    Low-Poly Tree Study — Broad Form
    Tall narrow low-poly tree Blender study with a single faceted canopy.
    Low-Poly Tree Study — Vertical Form
    Blender wireframe overview showing several low-poly tree variants and their topology.
    Low-Poly Tree Study — Wireframe Set
    Blender sci-fi scene featuring a bright spherical time-travel machine inside a dark industrial chamber.
    Time Travel Machine — Active Chamber
    Wide Blender view of a time-travel machine concept inside a dark sci-fi room with control displays.
    Time Travel Machine — Environment View