Imposter turns one phone into a whole-room social deduction game. Everyone receives the same secret word except one player, who has to bluff through the clues, read the room, and survive the vote without giving themselves away.
I designed and built the iOS app in SwiftUI around a private pass-and-play ritual. A press-and-hold reveal hides the role as soon as the player lifts their finger, while categories, voting, premium groups, English and Turkish localization, and the full game state stay fast on a single device.
Imposter
Lokal is an App Store visual system for a friend’s finished iOS app: a calmer way to find places worth stepping into. The screenshots use platinum surfaces, graphite type, and one cobalt signal to make local discovery feel considered rather than crowded.
The direction treats every screen like a small city poster: strong words first, useful context second, and enough empty space for the place itself to stay memorable. It was designed in Figma as a compact App Store visual system that can stretch across a full screenshot set.
Lokal
A game jam experiment set beneath Hagia Sophia: a fast parkour run through imagined Byzantine tunnels. We made it with friends over one intense weekend, and it came second at BGM Game Jam.
I handled the code and level design in Unity. Most of my time went into making movement feel quick, placing obstacles, and shaping a level that could teach itself while you ran. It was messy, fast, and a lot of fun—the kind of project that reminds me why I like making games.
