Umut Muslihoğlu
Game Developer
4 years of professional experience shipping large-scope mobile casual games, across the full development lifecycle: analytics and ad-monetization integration, live production bug fixing, and CPU/GPU/memory/build-size optimization. Delivered multiplayer systems on both Photon Bolt and a fully in-house backend, and built several core systems from the ground up.
Inspector
Everything attached to this GameObject — what I work on day to day, and how confident I am in each system.
Programming
Building and maintaining gameplay systems and the underlying architecture that supports them, across the full lifecycle of a shipped game.
Live Bug Fixing
Triaging and resolving production issues on live titles — the kind of bugs that only surface under real player load.
Unity Asset Management
Addressables and cloud content delivery — dynamic loading and updating so game assets ship independently of the app binary.
Analytics & Monetization
Integrating analytics and ad-monetization SDKs into shipped titles — event tracking, ad placement, and mediation.
Multiplayer Systems
Built multiplayer features on both Photon Bolt and a fully in-house backend, across different networking architectures.
Performance & Build Optimization
Profiling CPU, GPU, and memory, and trimming build size — keeping large-scope mobile titles running smoothly.
Profiler — fun facts
Not exactly CPU frame time, but tracked all the same.
Project
Titles I've contributed to — press play and flip through them right here, no tab-switching required.
Console
A few lines of dev wisdom, pinned to the log.
Ready to Ship?
Open to new challenges — let's connect and build something players will remember.
Let's build something together
Whether it's a live-ops fire to put out or a new title to help ship, I'm happy to talk.