Cemre Aksoy
Cemre Aksoy
Cemre Aksoy
I don't just design mechanics; I architect the logic that drives them.
With a decade in the industry bridging Economics and Computer Programming, my philosophy is simple: Game design is a technical discipline. Recently mentored by Principal designers from Riot and Blizzard, I specialize in the "hard" side of development—building games where logic and math meets creativity.
From designing custom UE5 camera systems and AI behavior trees to balancing deep economies for 100K+ unit sellers, my mission is to transform high-level creative visions into robust, data-validated realities. I am a Designer with strong technical aspects who speaks the language of both artists and engineers, bringing a rare synergy of logic-driven economics and cutting-edge execution to every project.

Ludu Arts
Product Manager & Technical Designer
Worked on the Game Economy Balance and Technical Design for the hit title Football Life Simulator. Additionally directed the production of two Co-op Party Platformers and managed LiveOps pipelines.
Roko Game
Lead Game Designer
I've mainly worked on V.O.L.T, and a couple of little tweaks and events for Rise Online World.
Lead Game Designer / Product Manager
I've worked as Sr. Game Designer at LB, where we created "Swarm Grinder" that sold over 100,000. I led the Mobile Game Dev while working as a Game Designer for Swarm Grinder.
2017
2022
2024
2025

The Big Bang
Last Bite Games

2026
Phenix Games
Lead Game Designer
Leading the production, technical design, and core gameplay development for a high-budget, hyper-realistic project. Architecting custom combat camera systems and complex AI behavior trees using Unreal Engine 5.
