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6+ yrs · C# / .NET · C++ · backend, distributed & cloud systems

Software engineer & solution architect.

I architect and ship full-stack products and the scalable, low-latency distributed systems behind them — real-time cloud pipelines on AWS, networked services, and the game engines and netcode that round out the profile. I own the design end to end and keep it reliable under real load.

Newcastle upon Tyne, UKAvailable now. Open to contract & full-time, UK + remote.
Salih Eren Degirmenci
Eren · Senior Software Engineeravailable
Tech stack: .NET Core, C#, AWS, C++, React, gRPC, SSE, Redis, WebSockets, Python, Unity, Netcode
0M+
downloads shipped
0%
device-data accuracy gain
0×
faster load times
0+ yrs
shipping real-time systems
Featured build · open source

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browsercade

A little arcade in your browser — five 3D games, each its own from-scratch engine.

5 games · open source

Why I built it

browsercade is my playground for the systems I care about most: real-time simulation, server-authoritative netcode, and 3D in the browser.

Every game is a from-scratch engine — no game framework — so it doubles as a demonstration of clean, testable architecture holding up under real-time constraints. It's the same problem space as my day-to-day work, made playable.

Under the hood

  • 3D rendering

    Every game runs in React Three Fiber / three.js — orbitable boards, lit scenes, instanced motion.

  • Engines, from scratch

    A negamax + alpha-beta chess AI in a Web Worker, deterministic real-time sims, and hand-rolled 2D pool physics. No game framework.

  • Server-authoritative netcode

    A Go WebSocket backend owns the game: rooms, matchmaking, and move validation. Deployed on Render with graceful cold-start handling.

  • Modular architecture

    A game-registry monorepo — each game is a self-contained, lazy-loaded module (SOLID, code-split: ~7 kB per game, three.js shared once).

  • TypeScript
  • React
  • Three.js / R3F
  • Vite
  • React Router
  • Go
  • WebSocket
  • chess.js
01Selected work
02Experience
  1. Inventuna Games

    2022 - 2024

    Lead Game Developer · Istanbul, TR

    Led architecture and multiplayer networking for Heroes Chained, a 3D hex-grid auto-battler with on-chain integration, from build pipeline to store release.

    • Designed the full client/server stack: Unity, Netcode, .NET Core, SQL Server, AWS
    • Built an iOS/Android CI/CD pipeline with Jenkins and AppCenter
    • Mentored junior developers and drove code-review standards
  2. Masomo

    2021 - 2022

    Game Developer · Izmir, TR

    Shipped gameplay and live-ops features for Head Ball 2, a real-time multiplayer title with 100M+ downloads, in a large legacy C++ codebase.

    • Built robust gameplay/UI systems and defined live-activation strategies
    • Optimised and maintained a large Cocos2d-x (C++) codebase under live traffic
  3. Ford Otosan

    2020 - 2021

    Student Software Engineer · Kocaeli, TR

    Built full-stack features for the Digital Factory project in a SCRUM team, helping convert paper-based production systems to digital.

    • Shipped full-stack features with .NET, RabbitMQ, Oracle (PL/SQL), SignalR, ElasticSearch
    • Mentored junior and intern developers
03Capabilities

Cloud & Backend

  • .NET Core
  • AWS (Lambda, API Gateway, Fargate/ECS)
  • DynamoDB · S3 · Cognito
  • Microservices & REST APIs
  • Redis
  • CI/CD (Jenkins)

Real-time & Networking

  • Server-authoritative netcode
  • gRPC
  • SSE
  • WebSockets
  • ENet
  • Low-latency streaming

Languages

  • C#
  • C++
  • Python
  • JavaScript / TypeScript
  • Swift / Objective-C

Full-stack & Mobile

  • React
  • React + Electron
  • Native iOS
  • Android
  • System & solution architecture
  • Technical leadership

Systems & Engines

  • C++
  • Unity
  • Unreal Engine
  • Engine architecture
  • Computer vision (MediaPipe)
  • OpenGL
04Services

Available for contract & freelance.

I take on focused engagements where deep systems experience moves the needle, and I can start immediately.

01

Real-time & netcode systems

Multiplayer architecture, server-authoritative replication, interpolation and latency hiding, and the reliability layers that keep them stable under load.

02

Engine & tooling

Custom engine work, editor tooling, build/CI pipelines, and platform ports across Unity, Unreal and bespoke C++ engines.

03

Full-stack delivery

End-to-end product work: native clients, .NET Core / Python services, and AWS, owning architecture from first commit to release.

Available now. Open to contract & full-time, UK + remote.

Start a conversation
05Contact

Let's build something that holds up under load.