Anıl Sidar Ildan Game Designer & Artist

Open for play

Prototyped fast. Tuned for fun. Built to engage.

Anıl Sidar Ildan designs play

Game designer and artist with hands-on experience across the full production cycle. Having shipped 2 indie games, built commercial mobile titles, and jammed relentlessly, I connect mechanics, narrative, and art to turn complex ideas into engaging loops.

See the builds

01 — Selected builds

Work that wants to be played.

01 2027
  • Action
  • Roguelike
  • Dice

Gods Play Dice

Solo project — Game designer, developer & artist

A dice-themed action roguelite. I owned design and art from first prototype through the Steam page: abilities live on the faces, the die is a weapon, every level reshuffles the kit.

Steam

Gods Play Dice
IN DEVELOPMENT
02 2025
  • Party
  • Local
  • Multiplayer

Snowbrawll

Group project — Game designer & artist

A 2–4 player snowball arena we took from prototype to Steam. I designed and arted the loop, the modes, and the map toys — grow, throw, knock friends off the cliff.

Steam

Snowbrawll
RELEASED
03
  • Platformer
  • Mobile
  • Puzzle

Inky Adventures

Group project — Game designer & artist

A puzzle platformer where you need to draw your own platforms in order to finish the level.

Inky Adventures
SELECTED
04
  • Experimental
  • Visual
  • Art

Fourth

Solo project — Game designer & artist

A solo game I designed and art-directed from first idea through a public trailer. Full ownership of the loop, the look, and the pitch.

Fourth
SELECTED

02 — How I design

Core loop first. Systems second. World third.

  1. 01 /

    Mechanic

    I start with a tactile core verb. If the jump, shoot, or craft mechanic isn’t inherently satisfying in a gray-box test, it doesn’t leave the engine.

  2. 02 /

    Loop

    Designing tight, repeatable feedback loops. Adding friction, depth, and mastery to ensure the gameplay cycle stays engaging over hours, not just minutes.

  3. 03 /

    Integration

    Wrapping systems with visual identity. Art, UI, and worldbuilding exist to elevate the core loop, making mechanics intuitive and visually impactful.

03 — About

The person behind the games.

Game design

I’m specialized in game design. I can design game systems, 3Cs, write documentation and balance mechanics.

Using

  • Presentation Excel, PowerPoint, Figma, Canva — present ideas and build explanation sheets.
  • Documentation Notion — to document the process.
  • Adobe Suite Illustrator, Photoshop, InDesign, Clip Studio — sketches, diagrams, explanation visuals.

Art

I’m specialized in game art. I can art-direct worlds and characters, design UI and HUD, and keep the picture tied to the systems.

Using

  • Drawing Photoshop, Clip Studio, Illustrator — quality 2D assets.
  • Modelling Blender, Maya, Rhino3D — parametric to stylized 3D.
  • Texturing Substance Painter, Blender.

Development

I can prototype my ideas quickly to iterate on them and make them better.

Using

  • Unity C#.
  • Unreal Engine 4 & 5 — Blueprints.
  • Versioning GitHub.

Level design

I am able to create various levels quickly, try and analyze them, fail and iterate, and make them better.

Using

  • Blockout Paper to engine, then walk the space.
  • Playtest Try, fail, iterate until the verb has a place to live.

04 — End credits

Let’s make a world.

Games, art, collaborations. Send a feeling, a constraint, or a half-broken prototype.

anil.ildan@hotmail.com