Music Director & Composer
I directed the musical experience for COP BASTARD, an upcoming indie title. My role involved composing the original soundtrack for the COP BASTARD and implementing a dynamic, adaptive soundtrack using FMOD.
Try Me and You’ll See メ_メ
Dance While You’re Alive
It’s Not That I’m Afraid
Sound Designer & Composer
I work with the Gun Master team as the sound designer and composer! Also, I localized the Gun Master into Turkish.
Gun Master Theme Song
Composer
I composed four character themes for various NPC’s in the game.
Payment Pat’s Theme
Rosea’s Theme
NightShade’s Theme
Ivy’s Theme
“It was a delight to work with Özgür. We received great character theme’s which each captured the vibe we wanted to bring over to the player.
Not only was Özgür a great help, but also the tips, process, and communication all were amazing.
I’m honoured to have his work in the game!”
-Tim de Waal, Director of Bushy Man
I compose music and design sound for games. For me, audio isn’t just background filler. It’s the heartbeat of the characters and the soul of the world. My goal is to create scores that are alive, breathing with the story, to fully immerse the player.
I’ve spent over nine years exploring sound because of this belief. One day, I might be scoring a heroic anthem with an epic orchestra; the next, I might be composing gritty, synth-driven tracks or writing ethereal ambient textures that evoke a forgotten memory. What matters is finding the correct sonic language for your game.
I’m also a student at METU, studying a slightly unusual combination for a composer: Philosophy and Biology. It constantly enriches my creative process in unexpected ways.
I see music as a dialogue. Listening to your game’s vision and translating it into sound is the part I enjoy most.
If you want your game to have a voice of its own, let’s talk.
Because you don’t know my name and I can’t afford for you to forget it.
“Established” people have a reputation to hide behind. I do not have that. When you aren’t the biggest, you have to try harder.
Every note I write, every SFX I design, and every implementation I handle must be my best work. I can’t afford a composition that is soulless, an SFX that is stock, or an implementation that is static.
I treat your vision as my primary objective because I can’t afford to take your trust for granted.
No and never!
AI predicts the most likely following note; I choose the most meaningful one. I don’t want your game to sound generic, and I suspect you don’t either.
Everything I deliver is human-made. This means zero copyright risks or platform rejection issues.
Because static audio belongs to the past.
Simply sending you a “.wav” file and wishing you luck isn’t professional.
I build adaptive audio systems that respond to player behavior in real time. This ensures the game is a living system rather than a series of flat files.
By handling the audio logic inside FMOD, I steal as little of the development team’s precious time as possible.
The blueprint that ensures every sound shares the same DNA.
It ensures every sound, music, from UI to combat, belongs to the same sonic world to increase immersion.
Yes!
Fast enough to respect your roadmap. Slow enough to find the soul.
“Özgür’s passion for his craft is evident in everything he delivers.
-Nick,
Founder of Iron Nest
“It was a delight to work with Özgür.”
-Tim de Waal,
Director of Bushy Man
“Worked with Özgür – awesome experience“
-targim,
developer of COP BASTARD
-Chico Banks,
Creator & Director of Gun Master