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Ahmet Mete ÇOM
Crafting digital experiences through games, computational tools, and multimedia
 
Experience
Software and technologies that I'm experienced in
Unity
C#
Python
Monogame/XNA
Blender
GIT
HTML5
CSS3
Adobe Premiere Pro
Audacity
Paint.net
JavaScript
Construct 3
WordPress
Portfolio
Select a category below to see some of my projects
PC Games
Babies vs Monsters
I was the sole developer of Babies vs Monsters PC game for Steam. I designed all the architecture and wrote all the code. Also helped the game design.
Details
BvM is a 2D top down rpg/bullet heaven game. It has many complex rpg elements like different characters, feats, items and temporary status effects.
The player fights against hundreds of enemies, sometimes all at once, and then shops for better items or upgrades magical skills. Thousands of character build combinations are possible, some of which are hopefully good enough to fight crazy bosses that come at the end of each chapter!

Making BvM was both a challenge and a great learning experience. The large number of complex systems working together required a solid data oriented approach. Limited production time required heavy use of custom inspectors and editors to help the designers iterate quickly. I used factory, decorator and observer patterns to get it all going and to make it future-proof.
Steam Page
Mobile Games
Development
I developed more than 20 mobile games for the greatest publishers in the world. Achieved great CPI's, retention values, soft launches, and releases.
Supervision
I am the lead developer of Foxpider Games LTD, and I strive to lead my team of developers to success. I supervised the development of more than 60 mobile games already. We achieved great CPI values, soft launches, and a hit game. I transfer my know-how and experience to my fellow developers, hoping I can help them mature their skillset.
Tools
I developed tools like FOMOTEM and GRIDRIG to speed up our production and iteration times.
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Visit Store Page
Academy Tools
Ant Colony Optimization for Finance Management
I have written many heuristic algorithms to solve complex mathematical/physical problems, usually through novel ways discovered by academicians. These studies also involved performance comparisons with classical/brute force approaches to the same problems. One such project was written in C# and attempts to solve a modified version of TSP by remote visits. Another was an Ant Colony Optimization written in python and attempts to optimize financial asset purchase/sales based on perfect price information over a year.
The Psychoperiodic Cube
This fractal-like cube represents the psychological ilnesses as numerical values arrayed on a three axes (Drive, Externalization, Attention). This was a webgl module written in Unity, where the users could move in three dimensions to fly through cubes that represent all currently known and potentially yet to be discovered diseases. It was heavily optimized, animated, and had custom canvas tools to display a special rendertexture. In addition to developing it, I was also involved in its gamification/design.
See in PubMed
Personal Projects
100 CUBES
100 Cubes is a puzzle game where you play in a 10x10 grid with a set of movement rules, but each move narrows the available space left for the future. It was my first published game released in 2014 in to android. I designed and coded it, and learnt what it really meant to complete a project and turn it into a product. It has been a long journey since then, but I still remember fondly designing and coding it. I'm glad I got to keep all that love for games and for coding alive until now.
Taptap Kidnap
Taptap Kidnap is a tap-heavy action game where the players try to “tap” waves of kidnap orbs, which aliens use to kidnap the Taptaps: the peaceful little creatures that inhabit the world. However some of the orbs are actually traps: they deploy bombs when tapped. Players must juggle these bombs in the air until they are defused. As the waves progress, the orbs become much faster and numerous, and between the bombs and orbs and other surprises, it quickly becomes one of the most crowdedly hectic (yet crisply 60fps) action pieces ever made for mobile devices.
I published it in both iOs and android in 2015, and it achieved a modest success. I still value it highly because it was the game that I switched to using Unity Game Engine, which started my long and fruitful career. Though the store page is long dead, you can still watch the trailer here or a gameplay sample below.
Gameplay Video
Fifth Project
Section Title
Design and Front-End Development
Section Title
HTML, CSS, SASS, JavaScript, jQuery
Section Title
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Contact
Contact me through provided social media or just use the contact form
a.mete.com@gmail.com
LinkedIn
 
 
 
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