Software Engineer

Halil
İbrahim
Öztürk

Computer Engineering · Izmir Institute of Technology · 3rd Year

3.81
GPA / 4.00
5+
Years Coding
5+
Programming Languages
Software Engineering
Intern
Summer 2025
45 days
TechNarts · Ankara

Developed a full-stack community platform using Django REST Framework, React and PostgreSQL.

  • Engineered a personalized recommendation algorithm that suggests content by analyzing historical activity data.
  • Implemented core social features: community creation, hierarchical discussion threads, and a community-based upvoting system.
  • Designed a role-based access control system with administrative privileges for effective community moderation and security.
Technical Core
Member
Oct 2023
Jun 2024
Google Developer Student Clubs · IYTE
  • Coordinated technical workshops and speaker sessions to facilitate knowledge sharing among 100+ students.
  • Collaborated with the technical team to mentor junior members on software development fundamentals.
Electronics Team
Member
Oct 2024
Jun 2025
Cengaver Rover Team · IYTE
  • Developed firmware for embedded systems using STM32 architecture to control rover movements.
  • Implemented real-time sensor data acquisition and processed complex mathematical algorithms for high-precision rover rotation and navigation.
  • Collaborated in a multidisciplinary team to integrate electronic hardware with software control units.
Retinal Vessel Extraction System
Computer Vision Course - Final Project

Developed a Hybrid Retinal Vessel Extraction System using a combination of unsupervised Fuzzy C-Means (FCM) and supervised Decision Tree classification.

Engineered a 13-layer feature extraction pipeline utilizing Gabor filters, Morphological Top-Hat transforms, and Bit Plane Slicing (BPS).

Applied PCA for feature decorrelation to optimize high-dimensional pixel data, achieving high accuracy on the DRIVE dataset.

Multiplayer Game Engine
C++ · SFML · ENet - Hobby Project

Built a low-latency networking pipeline for client-server communication using the ENet library over UDP.

Engineered custom packet serialization and deserialization mechanisms to efficiently transmit game state and network events.

Designed core engine architecture, including a robust scene management system and a hierarchical rendering layer system using SFML.