Cem Yılmaz
Lead Unity Developer · Unity DOTS/ECS & Compute Shaders · Ankara, Türkiye
6+ years building mobile, PC, WebGL, VR and kiosk experiences. Currently leading a 7-person team at Bleis Interactive. Known for massive-scale simulations: 3,000,000+ units on the GPU, 75,000+ NPCs with Unity DOTS, 10+ games shipped on Google Play.
About Me
I am a Unity developer with over six years of hands-on experience, currently Lead Unity Developer at Bleis Interactive, where I lead a 7-person team and manage the end-to-end development of four mobile games: architecture, code reviews, performance optimization, sprint planning and Google Play / App Store releases.
My specialty is performance at scale. I build GPU-driven pipelines with Compute Shaders and Unity DOTS (ECS, Job System, Burst) that keep millions of active entities interactive, and I apply the same discipline to mobile titles where every millisecond counts.
- Architecture: SOLID OOP, Data-Oriented Design, Zenject, UniTask, Unity ML-Agents prototypes
- High-performance systems: Unity DOTS (ECS, Job System, Burst Compiler), Compute Shaders / GPGPU, Shader Graph
- Platforms: Android, iOS, PC (Steam), WebGL, VR/AR, interactive kiosks
- Shipping: 10+ games on Google Play, App Store and Steam releases, full publishing cycle
- Workflow: Agile/Scrum, Git, Claude Code, Cursor, Unity MCP, Blender MCP
Experience
- 2026 – present Bleis Interactive, Lead Unity Developer. 7-person team, 4 mobile games in production.
- 2021 – 2025 SITULA Informatics, Unity Game Developer. 5 interactive museum projects for the Gallipoli Historical Site (iOS, Android, VR, kiosk).
- 2020 – present Freelance, Unity Game Developer. GPGPU RTS system (3M+ units), DOTS NPC framework (75K+ NPCs), 10+ published mobile games, Steam puzzle title.
Showreel
A short reel of recent mobile releases.
Playable Games (WebGL)
Unity WebGL builds, exported from the same codebase as the mobile releases. Tap a card to load and play it in the browser.
Parking Jam
Car-parking puzzle: clear the lot without blocking any car. Grid-based movement logic, level generator and a WebGL build optimized for fast load.
Card Match
Timed memory card game. Object pooling, state-driven UI and audio muting for embedded play.
Match & Cook
Match-3 with a cooking meta layer: matched ingredients feed recipes and unlock levels. Demo build of the mobile game.
PC Games
Open World Hack & Slash
Fast-paced action prototype running up to 1,000 enemy units simultaneously with navigation and avoidance, without dropping frames.
Color Maze Puzzle with Mystery
Space-themed 3D maze puzzle with hidden mechanics, obstacles, a skin and item shop. Full Steam publishing cycle handled end to end.
VR & Kiosk Projects
Five interactive museum installations built from scratch for the Gallipoli Historical Site (SITULA Informatics, 2021 to 2025), including a published iOS and Android companion app.
Kilitbahir Stronghold VR Tour
Virtual reality walkthrough of the Kilitbahir fortress with rendering and memory optimization for standalone headsets.
Kiosk: Ottoman to Turkish Translator
Interactive kiosk for the War History Research Center, Dardanelles: visitors translate Ottoman text and receive screenshots by email.
Kiosk: Map Database & Inspection
Touch-screen kiosk for browsing and inspecting First World War maps of the Gallipoli campaign.
Tech Demos & Game Assets
3 Million RTS Units on the GPU
3,000,000+ units and projectiles simulated and animated entirely on the GPU with full RTS selection and control. Logic moved from ECS to compute for another order of magnitude in scale.
75,000 Animated NPCs with DOTS
High-performance NPC framework handling 75,000+ animated enemies with complex logic. Shown here at the 50,000-enemy milestone.
Office Animals 3D
Stylized 3D character asset pack, rigged and animated for Unity.