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hello_world.py

Yağız
Koryürek

Game Developer· Python Developer· Student

I build games from the ground up — systems, feel, and polish — mostly with Python and Pygame.

# about_me

Building worlds,
one system at a time.

I'm a high school student and self-taught software developer based in Türkiye. Most of my time goes into building games with Python and Pygame — combat systems, progression, save files, the parts that make a game actually feel like a game.

Alongside that, I keep sharpening my skills in software engineering, UI/UX design, and artificial intelligence. I like finishing things properly: polished, playable, and worth sharing with other people who build.

  • RoleHigh School Student
  • FocusGame Development
  • Main StackPython · Pygame
  • Based inTürkiye
  • StatusBuilding in public

// currently exploring

Game Design UI/UX Design Artificial Intelligence Software Engineering
# snapshot.py
PythonAdvanced
PygameAdvanced
C#Intermediate
Full skill matrix

# skills.py

The full matrix.

Grouped by where I actually spend my time — not a wall of logos.

core_language
PythonAdvanced
C#Intermediate
JavaScriptBasic
game_development
PygameAdvanced
Game DesignIntermediate
Game ArchitectureIntermediate
tools_&_workflow
Git / GitHubIntermediate
Tkinter / Desktop GUIIntermediate
Data Viz (openpyxl)Intermediate
currently_learning
UI / UX DesignIntermediate
AI / Machine LearningLearning
Shader / Visual FXExploring

# changelog

Every version
tells a story.

The build log of my flagship project — a roguelike survival game that's been in continuous development, one system at a time.

v1.x foundations

Core loop & combat

Base survival loop, character movement, and the first weapon systems — the skeleton everything else would grow on.

Python Pygame Core Loop
v1.x expansion

Weapons, status effects & targeting

Boomerang, Lightning Staff, and Ice Wand shipped on a shared manager/projectile architecture, backed by a reusable find_nearest_target() utility and slow/freeze status-effect infrastructure.

Weapon Architecture Status Effects Targeting AI
v2.0 systems

Bosses, quests & achievements

Boss entrance animations and a dynamic HP bar, a full Quest system, and an Achievement system with toast notifications — the game started rewarding players for playing well, not just surviving.

Boss AI Quest System Achievements
v2.2 structure

Campaign mode & multi-map system

30 progressively-unlocking campaign levels, a full multi-map system with atmospheric map definitions, a decor cache, and a card-based map-select screen with localization support.

Campaign Mode Map System Localization
v2.4.0 in progress

Stabilization pass

Currently hardening the HUD and map systems — strict binary-search debugging, one isolated change at a time, verified before it ships. No new features until it's solid.

Bug Fixing HUD Stability

# projects

Selected Work

A growing collection of games and tools, rendered from a single source of truth. Filter by category below.

# certificates

Certificates

Courses, bootcamps, and competitions — added as I complete them.

# contact

Let's build
something.

Open to collaborations, game jams, or just talking shop about Pygame.

koryurekyagiz@gmail.com