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Erkam DutoğluED
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Erkam Dutoğlu

@erkamdutolu

Senior gameplay programmer at TaleWorlds Entertainment; shipped Bannerlord and built a Unity roguelike vertical slice.

Turkey
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At TaleWorlds Entertainment, I worked on Mount & Blade II: Bannerlord and its War Sails DLC, adapting character movement, navmesh pathfinding, and ranged ballistics for combat on moving ships. I also improved core movement and animation systems, addressed engine performance bottlenecks, and built simulation tools for designer iteration.

I grew a personal Unity prototype into a TaleWorlds studio roguelike project, where I served as Lead Programmer and Lead Designer. I led a team of three to a playable vertical slice and owned the technical architecture and core gameplay loop.

For the roguelike, I built procedural generation, combat and enemy AI, and a data-driven content system with editor tools and a content pipeline. I also designed UnCore, a reusable Unity framework that supports much of SumMon, my tactical roguelike coming to Steam in Q1 2027.

I’ve also made independent games, including The Nature, a solo survival RPG released on Steam, and Art of Guile, where I implemented deterministic lockstep multiplayer. In SumMon, I’m experimenting with AI-driven development by directing tools to produce much of the code and game assets within an architecture and rules I designed.

Experience

Work history, roles, and key accomplishments

UM

Gameplay Programmer

Unphysical Machinery

Designed and implemented a deterministic lockstep multiplayer system and an experimental polygon-based pathfinding algorithm for Art of Guile, a real-time strategy game with unit customization and morale tactics.

UM

Game Developer

Unphysical Machinery

Developed MB Chess, a chess-variant game, and Colored Tactics, a game with gameplay programming and design. Also created several Android games using LibGDX.

Education

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