SHOT 01 · THE ARTIST
● REC
YOUR ARTIST HAS IDEAS.
but the pipeline is a wall of code
Three AAA-style worlds written from zero, each running live in your browser — an open-world city, a boss encounter and a space dogfight. Every one is driven by a deep designer panel.
A cyberpunk district that rebuilds itself from the panel — density, height, neon, weather, cinematic dolly cam.
An auto-fought boss encounter — aggression, damage, dodge windows and slow-mo finishers, all tuned live.
A space dogfight with barrel rolls, lasers and asteroid fields — flight feel as tunable data.
From hyper-casual mobile loops to systems-heavy PC & Steam games: I take ideas through a real design funnel, prototype them in Unity, and ship data-driven panels so artists and designers create content without code. Try everything live below.
Four genres, four designer panels — including full 3D. They auto-play, or grab the controls yourself. No code anywhere in sight.
These sims run on the same idea as my real Unity tooling: data-driven design (ScriptableObjects) + custom inspectors. The panel is the product — the game just obeys it.
Tools are half the story. The other half is a disciplined design funnel: generate wide, test hard, kill fast, ship the one that earns it. Watch it happen:
Constraint-driven brainstorms: audience, platform, session length. Dozens of raw ideas — no filtering yet.
Each idea runs a gauntlet: player fantasy, core-loop clarity, moment-to-moment fun, scope reality. Most die here — on paper, where it's cheap.
The survivors get ugly-but-playable Unity prototypes. Feel beats theory — a loop either grabs you or it doesn't.
Structured playtests: predict behavior, watch real players break it, tune difficulty and economy with data + gut.
The winner gets a GDD, balancing sheets, and the editor tools that let the whole team build it out.
This is how Neon Collapse went from a pile of sketches to one focused Match-3 & Blast loop — and how your idea gets to "fun", provably.
On Neon Collapse, my 2D artist and UI designer ship content without writing code. Here's the split I build for every team:
I'm a game designer & developer based in İstanbul. I currently work as a Game Designer at Oxon and lead design and production on Neon Collapse, a neon-cyberpunk Match-3 & Blast mobile puzzle game — running a small remote team through weekly sprint reviews.
My edge: a real design process (ideate → filter with mental models → graybox → playtest → ship) plus the no-code Unity panels your art & design team use to create content themselves.
Before games, I taught mathematics — so I bring a systems-first, analytical approach to mechanics, balancing and level design. I work across mobile, PC & Steam, in 2D and 3D, in clean, well-documented Unity/C#.
Pick a slot, tell me about your project, and I'll come to the call prepared. Every project is scoped individually after we talk.
Prefer plain email?
ingortigno@gmail.com