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Schedule Interview NowMy name is Ali Dogan C. and I have over 3 years of experience in the tech industry. I specialize in the following technologies: C#, Roblox Studio, Unity, Lua, Game, etc.. I hold a degree in Bachelor of Computer Science (BCompSc). Some of the notable projects I've worked on include: Total Drama Island (Official IP Roblox Game), Idle Base Building Game Economy and Balancing, Game Balance Design for Idle/Clicker Game, Wave-Based Defense Game Balance and Progression Design, Royal Match - Monetization & Systems Analysis. I am based in Ankara, Turkey. I've successfully completed 5 projects while developing at Softaims.
My passion is building solutions that are not only technically sound but also deliver an exceptional user experience (UX). I constantly advocate for user-centered design principles, ensuring that the final product is intuitive, accessible, and solves real user problems effectively. I bridge the gap between technical possibilities and the overall product vision.
Working within the Softaims team, I contribute by bringing a perspective that integrates business goals with technical constraints, resulting in solutions that are both practical and innovative. I have a strong track record of rapidly prototyping and iterating based on feedback to drive optimal solution fit.
I'm committed to contributing to a positive and collaborative team environment, sharing knowledge, and helping colleagues grow their skills, all while pushing the boundaries of what's possible in solution development.
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Fresh TV
I worked as the Game Designer and Project Manager for the official Total Drama Island Roblox game. My role included designing the core gameplay loop, writing the GDD, coordinating with scripters and b
Designed and balanced the economy and progression systems of an idle base-building game focused on long-term player growth. Players generate resources passively (AFK) and invest them into upgrading b
I designed the full progression and economy system for an idle/clicker game, including HP scaling, upgrade curves, and AFK rewards. Using Excel simulations and tuning passes, I created a balanced paci
Balanced the core combat and progression systems of a wave-based defense game, focusing on enemy scaling, wave structure, and player upgrade impact. Responsible for tuning enemy health, damage, and d
I created a full systems and monetization analysis of Royal Match, covering core loop structure, progression pacing, reward balance, and IAP design. The goal was to help students understand how moneti
Bachelor of Computer Science (BCompSc) in