F. FURKANABAY

ENGINEERING / UNITY & C#

Inside the
implementation.

The systems I work on behind my games: gameplay, services, data and the tools that help me build them.

Current project implementations, ongoing prototypes and planned work are labelled separately. Recent development may be ahead of the version available on Google Play.

01 /

Kids Spot the Difference · implemented in the current Unity project

Firebase & player analytics

I instrument the actual player journey, from tutorial steps and screen changes to level completion, mini-games, rewarded ads and purchase outcomes.

  • Structured events carry flow step, chapter, level, session timing and access context.
  • A bounded startup queue retains events while Firebase initialises; local counters remain available if the SDK is unavailable.
  • Background/resume events and a saved last-step checkpoint help investigate where a session stopped.

I use last-step checkpoints alongside event timing to investigate the player journey, and keep device-side validation separate from cloud reporting.

Unity · C# · Firebase Analytics

View the project ↗
02 /

Kids Spot the Difference · implemented in the current Unity project

Rewarded ads & in-app purchases

I connect level access to rewarded advertising and a non-consumable premium purchase, with explicit states for loading, success, cancellation and failure.

  • Google Mobile Ads rewarded-ad lifecycle, readiness, retry handling and reward callbacks.
  • Unity IAP integration with store-localised prices, purchase restoration and repeat-purchase guards.
  • Premium entitlement checks before ad startup, so full-access users bypass the advertising path.
  • Parental purchase entry and privacy-options UI.

I keep ad requests, impressions, earned rewards and purchase restoration distinct in analytics, so each stage of the monetisation flow can be investigated separately.

Google Mobile Ads · Unity IAP · Google Play

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03 /

Kids Spot the Difference · implemented in the current Unity project

Progression & saved player state

I build progression around persistent content identities, so completing a level and replaying it are different actions.

  • Completed-level IDs, chapter progression, collections and sticker rewards.
  • Persistent tutorial, character, language, audio and premium state.
  • First-session detection that accounts for existing saved player data.
  • Editor-only free-user simulation without deleting saved purchases or progress.

PlayerPrefs · content IDs · progression

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04 /

Kids Spot the Difference · implemented in the current Unity project

Tutorials, UI & responsive feedback

I work on how a game explains itself: touch interactions, guided steps, matching mini-games and feedback that follows what the player is doing.

  • Tutorial voice-over sequencing, music ducking and animated guidance.
  • Idle hints and timers owned by the relevant gameplay flow.
  • CSV-based localisation and runtime text updates.
  • Settings, reward screens, chapter transitions and UI animation.

Unity UI · TextMeshPro · localisation · audio

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05 /

PuzzliPop · implemented in the current Unity project

Puzzle rules & content-driven activities

I separate puzzle rules from presentation and use content assets to drive a sequence of learning activities.

  • Grid shuffling, piece swapping, connected-piece groups and hint operations in a pure C# board model.
  • Drag-and-drop input connected to the puzzle activity.
  • A level-flow coordinator for introduction, puzzle, question, mini-game and reward steps.
  • ScriptableObject definitions for chapters, levels, difficulty and songs.
  • Chapter progress, stars, badges and song unlocking in versioned save data.
  • A service bridge for Firebase Analytics, rewarded ads and full-game purchases.

These notes describe the current development project; the store release can be an earlier version.

Unity · C# · ScriptableObjects · puzzle logic

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06 /

Across my Unity projects · ongoing development

Editor tools & development checks

I use editor tooling to make content setup and iteration more repeatable.

  • Difference-level building and extraction tools for puzzle content.
  • Scene builders, content validators and custom editor windows in ongoing prototypes.
  • Edit Mode and Play Mode test suites around state, navigation, saves and gameplay rules.
  • Inspector diagnostics and development-only controls for reproducing player states.

Unity Editor · C# · automated checks

07 /

Ongoing Unity prototypes · not released

State, persistence & interaction architecture

Alongside my published games, I am developing more structured systems for narrative and simulation prototypes.

  • Application state machines, scoped composition and screen navigation.
  • Coordinated run checkpoints, atomic file replacement and previous-save recovery.
  • Data-driven dialogue, conditional hotspots and interaction workflows.
  • Inventory, puzzle-state changes and input locks during interaction sequences.

I am developing these foundations alongside the playable experiences, with ongoing work on state transitions, recovery and content workflows.

C# architecture · save systems · data-driven gameplay

08 /

University and collaborative projects

VR, simulation & physics

My work also spans a Unity VR medical-learning project, a collaborative cybersecurity simulation and a Java physics game.

  • MediSim: my Unity VR master’s project exploring ECG interpretation and clinical skill training on Meta Quest 2.
  • CyberQuest: game design and supporting software development, including selected code, screens, mechanics, 3D models and environment work.
  • Paper Basket: Java/JBox2D projectile interaction, collisions, obstacles and scoring.

Unity · VR · Java · JBox2D

NEXT / PLANNED WORK

From events to answers.
BigQuery + SQL.

My next step is to connect Firebase/GA4 export to BigQuery in Google Cloud and analyse player journeys with SQL.

I have prepared query drafts for ordered first-session funnels, last recorded steps and advertising/purchase outcomes. Connecting the export and running the queries against real data are still ahead.

Unity events→Firebase / GA4→BigQuery→SQL analysis

I want to use this work to understand tutorial completion, progression and what happens after an access gate.