İstanbul, TR · Available for indie projects & internships
Siraç Göktuğ Şimşek: Game Developer & Software Engineer
I study Digital Game Design at Istanbul Kultur University. I build 3D games in Unity with custom C# physics, desktop software like Nova Browser with Electron and TypeScript, and performant web systems.
About & Engineering Philosophy
I build games and software from first principles. Rather than relying on superficial templates, I focus on the actual mechanics under the hood: tuning physics-based character controllers in Unity C# to feel weightless and responsive, writing zero-allocation game loops for WebGL, and architecting desktop software with Electron and TypeScript.
Currently studying Digital Game Design at Istanbul Kultur University, I bridge real-time rendering, gameplay systems, and product engineering. My flagship projects range from Nova Browser (an open-source desktop browser with on-device AI and MCP tools) to native macOS utilities in Swift and playable 3D games published on Itch.io.
I maintain open-source projects under @unitybtw, prioritize clean and maintainable architecture, and I am actively seeking game development and software engineering opportunities where I can solve complex technical problems.
Featured Projects
Nova Browser: Developer Desktop Browser
Electron · React · TypeScript · MCP Protocol · WebGPU · E2EE Sync
An open-source desktop browser built for software developers with Electron, React, TypeScript, and Vite. Features a native Model Context Protocol (MCP) server, on-device WebGPU execution, zero-knowledge E2EE multi-device sync, Chrome extension support, and dual-view split screen.
View on GitHub →
Legend of the Three Masks: 3D Adventure Game
Unity 3D · C# · Universal Render Pipeline (URP) · Blender 3D
3D adventure game published on Itch.io. Explore levels, discover ancient masks, and solve environmental puzzles. Features physics-based character movement, custom stylized shaders, and low-poly 3D assets modeled in Blender.
Play on Itch.io →
Signal: Real-Time Audio Feedback Utility
Swift · SwiftUI · Apple Core Audio · macOS AppKit
A macOS menu bar application providing real-time mechanical keyboard audio feedback (15+ sound profiles) with sub-4ms latency, dynamic audio visualizer, and live typing speed (WPM) telemetry.
View Repository →
Aether Command: Touchless Gesture Controller
Swift · Apple Vision API · AppKit
Touchless gesture-based desktop control app using your Mac's camera. Map hand movements (Pinch, Fist, Swipes) to system actions with under 2% background CPU consumption.
View Repository →
Engineering Case Studies & Architecture Notes
Architecting Nova Browser: Electron Multi-Process Isolation and Local MCP Server
The Problem: Desktop browsers frequently encounter high memory usage; integrating local Large Language Model (LLM) tooling often risks freezing the main UI thread and violating webview security sandboxing.
The Architectural Solution: Implemented a decoupled multi-process architecture with strict contextIsolation. Offloaded the Model Context Protocol (MCP) server to a dedicated lightweight Node.js background worker, bridging requests via secure asynchronous IPC channels. Tab synchronization utilizes PBKDF2 key derivation and AES-256-GCM encryption over real-time WebSockets.
Key Metrics: 30% lower RAM footprint, 0 ms UI thread freeze, zero-knowledge end-to-end encryption.
Zero-Allocation Game Loops & Draw Call Batching for WebGL (Unity URP)
The Problem: Browser-hosted WebAssembly games suffer from noticeable frame spikes during Garbage Collection (GC) passes and GPU pipeline stalls caused by redundant draw call dispatch.
The Architectural Solution: Refactored per-frame tick systems to strictly zero GC allocations using pre-allocated struct buffers and object pooling. Configured Unity's Scriptable Render Pipeline (SRP) batching and texture atlasing to compress complex 3D scenes down to 14 draw calls.
Key Metrics: Sustained 60 FPS in WebGL, 14 draw calls, 0 Bytes allocated per update frame.
Sub-4ms Low-Latency Audio Pipelines in Swift Core Audio
The Problem: Keyboard acoustic feedback feels disjointed if audio latency exceeds 10ms. Meanwhile, camera-based hand tracking can easily consume excessive CPU cycles and drain battery.
The Architectural Solution: Constructed custom circular PCM ring buffers directly leveraging Apple Core Audio and AVAudioEngine, achieving sub-4ms audio response. Throttled Apple Vision hand-pose detection to 30 FPS with downsampled monochrome frames, reducing idle CPU usage below 2%.
Key Metrics: < 3.8 ms audio latency, 15+ acoustic profiles, < 2.0% background CPU impact.
Technical Proficiencies
Game Engines & 3D
Unity 3D (URP/HDRP), C# scripting, physics controllers, shader graphs, Blender 3D modeling, low-poly optimization, WebGL exports.
Desktop & Systems
Electron, TypeScript, React, Swift (Core Audio, AppKit, SwiftUI), Node.js, Vite, Model Context Protocol (MCP), WebSockets.
Arcade & Retro Web Ports
An ad-free, sandboxed web arcade hosting 23 genuine 3D retro ports and web classics compiled via WebAssembly and WebGL (including Super Mario 64, Quake III, Half-Life, Doom, Minecraft Classic, and GTA Vice City). Includes a global hall-of-fame leaderboard.