📧 anldemir@gmail.com

🏠 Warsaw, Poland

Games have always been a part of my life,

I was born in a house with a Commodore 64 and played games since I can remember. It's no surprise that I always wanted to make games myself. I enjoyed point-and-click adventure games like Monkey Island and Broken Sword, fell in love with CRPGs like Planescape: Torment and Fallout, and still have a fondness for platformers from my C64 and DOS days.

2002

I began creating games early on but had to stop due to circumstances in Turkey. In middle school, we made games using PowerPoint and Macromedia Flash 5.

2007

I finished high school with a focus on science, but I've loved drawing since I was young, so I decided to study something that combines science and art.

2010

Studied Interior Architecture at Bilkent University, but found it wasn't my thing. Started making posters for our East Asia-related student club while learning Photoshop.

2013

I met my wife, got married, and we decided to live in Poland. This is also when I applied for the New Media Art department of PJAIT and got accepted. It was finally time to study art.

Games have always been in the back of my mind all this time, so with a colleague of mine, I started learning and practicing game development together. This is when I started with Blender and Unity.

We've taken part in game jams, either alone or with others online. So far, I've been in 23 of these events, including ones like Ludum Dare, Global Game Jam, and private ones.

In addition to this, it's when we began our dream game project, a CRPG, that used low-resolution texturing in 3D. At that time, it wasn't common—only a few developers were sharing their low-res 3D projects. The project, which was initially called Space Delver, was unfortunately never completed.

2015

Since I didn't have any money coming in, I had to get a job while I was in school. That's when Ahoy Games hired me. They make mobile games. I worked there for 3.5 years, making games in Unity, managing the Turkish community of one of their games, and creating ads. I also began learning Unreal Engine 4 during that time. However I realized that making mobile board games wasn't what I really wanted to do, so I left to begin a new journey.

2018

Worked independently for 2 years. I took on jobs from individual video game creators and occasionally larger companies for architectural visualization. I provided services for 2D/3D art and game design advice.

2020

I was picked up by Slipgate Ironworks as a 3D artist on the game Graven, which is a spiritual successor to Hexen. The game was made in Unreal Engine 4. I ended up doing more than just 3D art, getting involved in UI design, tech art, and puzzle design as well, thanks to my diverse skills.

Later during my 3.5 years at Slipgate Ironworks, I was also put on a few other projects including Phantom Fury (UE4), and Remnant: From The Ashes Switch port (UE4). My main tasks included 3D art, tech art, UI design, as well as other miscellaneous duties like graphics optimization and localization.

2024

While I’m currently still a freelance contractor working with Slipgate Ironworks, I’m always on the lookout for the next step in my career.