Başar Ekinci
Community@basarekinci · Istanbul/Turkey
Software Engineer | Game Developer
Agent Skills by Başar Ekinci
Showing 41 vetted skills indexed across 1 GitHub repositories.
input-system
Implement Unity New Input System action maps and runtime input handling.
serialization-safety
Review Unity C# serialization usage to prevent silent data loss in prefabs and scenes.
event-systems
Design Unity/C# event-driven communication with deterministic lifecycle unsubscription.
scriptable-objects
Implement ScriptableObject event channels, variable references, runtime sets, and factory configurations in Unity 6.
assembly-definitions
Manage Unity .asmdef files to split code into compilation units.
unity-mcp-patterns
Batch Unity MCP editor operations with console verification and project-state checks.
object-pooling
Replace repeated Instantiate and Destroy calls with reusable pooled GameObjects in Unity.
mobile
Enforce GPU, memory, and UX optimization guidance for Unity mobile builds.
endless-runner
Design Unity endless runner systems with procedural chunk spawning and lane movement.
topdown
Implement top-down Unity gameplay systems with touch controls and enemy AI.
idle-clicker
Implement idle/clicker game economies with Unity C# and ScriptableObjects.
puzzle
Implement grid-based mobile puzzle logic with undoable moves, hints, and star ratings.
Roguelike
Generate procedural roguelike systems with Unity C# and ScriptableObjects.
hyper-casual
Design hyper-casual Unity game architecture with tap/swipe controls and minimal state machines.
Racing
Structure Unity racing systems for vehicle physics, drift, checkpoints, and lap validation.
rpg
Implement reusable RPG gameplay architecture for progression, quests, and combat.
Card Game
Model card game rules with zones, turn phases, and LIFO effect resolution in C#.
match3
Implements grid-based match-3 gameplay logic including cascades and scoring in C#.
platformer-2d
Implement responsive 2D platformer movement with coyote time, jump buffering, and dash mechanics.
Tower Defense
Implement a deterministic tower-defense gameplay loop in Unity with pure C# models.
procedural-generation
Generate deterministic game content using seeded RNG and procedural algorithms.
state-machine
Generate Unity C# finite state machines with reusable StateMachine<T> classes.
character-controller
Implement responsive 2D and 3D character movement with jump buffering and wall interactions.
dialogue-system
Implements node-based branching dialogue trees for NPCs in Unity.