Game
Programmer

I build gameplay systems, with a focus on C++, multiplayer and real-time interaction.

Studying Game Design & Programming at Uppsala University.

Selected Work

01 — 3D Asteroid Multiplayer

C++ · SDL2 · OpenGL · Winsock2

A 1v1 LAN multiplayer Asteroids game in 3D, built in C++ with SDL2 and OpenGL. I worked on the game architecture and state machine, the gameplay systems, HUD, menus and lobby, collision handling, input, and the client-side networking.

ScreenshotA round in progress, with both players’ scores and lives on the HUD.

Multiplayer architecture

The game uses a host-authoritative model: the host runs the game logic and sends state updates to the second player. I built the client-side networking that receives those updates, and the lobby.

Collision and game flow

A state machine carries the game between its menus, the lobby and play. Within a match I handled collision, player input, the gameplay systems and the HUD.

02 — Streamer Simulator

Unity · C# · Computer vision

Team project

A webcam-controlled rhythm game: the player performs body poses while moderating a simulated livestream chat at the same time. My work focused on gameplay programming and motion-driven input systems.

Showcase videoStill to be added. The full video is linked above.

Motion as game input

The game translates body and hand tracking into gameplay input, through pose classification and hand tracking. That input feeds the rhythm timing and scoring, and gestures also drive interaction with the UI.

Making tracking playable

Tracking data needs work before a player can rely on it as input. The project handles this with calibration, input smoothing and confidence handling.

About

I’m Okan Ozcan, a Game Design & Programming student at Uppsala University. I’m most interested in the engineering side of games: gameplay systems, multiplayer, real-time input and the technical problems that sit underneath player-facing features.

Education

Uppsala University

BA Game Design & Programming

2025–2028, expected