PROJECT /02
Soulspire
A KWINTET GAMES PROJECT
ACTIVE DEVELOPMENT
- ROLE
- Game Developer / Game Designer
- ENGINE
- Unity
- FORMAT
- 2.5D Roguelite
- LANGUAGE
- C#

OVERVIEW
The Project
Soulspire is an active Unity project developed in a collaborative Kwintet Games context. Its current playable structure connects class and weapon selection, skill progression, weapon-driven combat, between-wave temporary stat upgrades, escalating enemy waves, and a boss encounter. Ahmet's documented work centers on gameplay systems, combat and skill implementation, system integration, iteration, demo delivery, and coordination.
SYSTEM HIGHLIGHTS
Core Systems
A selection of core gameplay systems highlighted through media and code.
TECHNICAL PRESENTATION
Gameplay + Code
The ScriptableObject delegates its configured passive effect to the player's stats at the current level and keeps level advancement behind a single eligibility rule.
Class & Skill Progression
Weapon selection defines the player's initial combat style and connects to a dedicated skill progression path.
- CONTRIBUTION
- Implemented active and passive skill progression, data, and runtime handling connected to the selected playstyle.
public void Apply(PlayerStats playerStats){ if (effect is IPassiveEffect passiveEffect) { passiveEffect.Apply(playerStats, currentLevel); }} public bool CanLevelUp => currentLevel < 6; public void LevelUp(){ if (CanLevelUp) currentLevel++;}ARCHITECTURE
System Map
Run progression and combat-system flow
A conceptual map of the verified playable loop. Class and weapon choice feeds skill progression and combat; completed waves lead to collaborative card selection and temporary stat changes before the next wave, while signature abilities modify combat and later waves culminate in the boss encounter.
- Run Start
- Flows to: Class / Weapon
- Class / Weapon
- Flows to: Skill Progression
- Skill Progression
- Flows to: Combat
- Combat
- Flows to: Enemy Encounters
- Enemy Encounters
- Flows to: Wave Completion
- Wave Completion
- Flows to: Card Selection
- Flows to: Boss Encounter
- Card Selection
- Flows to: Temp Stat Modifier
- Temp Stat Modifier
- Flows to: Next Wave
- Next Wave
- Flows to: Combat
- Signature Ability
- Flows to: Weapon Combat Effect
- Weapon Combat Effect
- Flows to: Combat
- Boss Encounter
SCOPE
Responsibilities
GAMEPLAY & COMBAT
- Developed weapon-driven gameplay and combat-related implementation, including damage, stat reactions, and attack-impact behavior.
- Implemented active, passive, and ultimate skill foundations used by the project's progression and ability systems.
RUN PROGRESSION
- Connected the existing card-selection system's temporary effects to gameplay stats.
- Revised and refined parts of the collaborative card implementation without claiming authorship of its base system.
TEAM DEVELOPMENT
- Contributed to boss encounter implementation and integration alongside other programmers.
- Supported gameplay iteration, demo delivery, and project coordination within the team.
DEVELOPMENT NOTES
Development Process
- 01
COMBAT FOUNDATION
Established the weapon-driven combat foundation through attack behavior, damage calculation, player stats, and moment-to-moment feedback connections.
- 02
CLASS & SKILL PROGRESSION
Connected the selected playstyle with active, passive, and signature skill progression and runtime execution.
- 03
RUN-BASED UPGRADES
Integrated temporary card effects with gameplay stats and refined parts of an existing system originally developed by another programmer.
- 04
ENCOUNTER DEVELOPMENT
Iterated on combat encounters and contributed to boss implementation and integration with the development team.
SELECTED MEDIA
Gallery





