Hi,
I'm Canberk Elmal
I started my Game Development career in July 2022 as an engineer who had already adopted all the principles of engineering.
Projects
Carnival Shooter
Carnival Shooter is a WebGL game where players use a water gun to inflate and pop toy balloons. As players progress, they earn money, upgrade their equipment, and merge toys to unlock higher-level rewards.
Galaxy Clicker
Galaxy Clicker is an idle game where players earn income as planets revolve around the sun. The game features a deep progression system with various planets, stars, and star systems to explore. Players can buy and merge planets, upgrade different stats such as stamina, income, and speed, and optimize their resource management to maximize earnings.
Rocket Launch
Rocket Launch is a physics-based game where players control the trajectory and power of a rocket to reach various checkpoints. The challenge lies in managing fuel efficiency and trajectory accuracy to navigate through different levels successfully. The game features an engaging progression system, allowing players to upgrade their rocket’s capabilities over time.
Vacuum Juice
Vacuum Juice is a hybrid casual mobile game that combines a runner mechanic with an idle gameplay loop. Players use a vacuum to collect fruits during the runner phase, and the collected juice is sold in the idle section to generate income. The earnings from juice sales are used to upgrade and expand the idle section.
PipeHex: Color Match
PipeHex is a mobile puzzle game where players connect matching colour bases on a hex grid. Blocked cells, colour clashes and move limits turn each level into a planning challenge, with three-star scoring and campaign progression. As Game Developer / Team Lead at Filossoft, I work on gameplay, UI and progression iteration, alongside ongoing development and release polishing.
The Last Endure
The Last Endure: Dungeon Escape is a roguelike dungeon crawler built around three heroes, class synergies, traps and scarce resources. Players manage loot and status effects through runs where every mistake can be permanent. As Game Developer / Team Lead at Filossoft, I contributed multi-level dungeon storage, object and dungeon-element pooling, and lighting optimization.