Indie Game Spotlight: Alaturka

Hi, I’m Burak Akşahin a.k.a Bufuak. Solo developer of ALATURKA and Unreal Authorized Instructor and Community Leader based in Istanbul.

For the last 5 years, I have been creating educational content about Unreal Engine, sharing tutorials, and analyzing project samples for the community. Last year, I decided to start a new journey. I wanted to create a project that wouldn’t just be a game, but a live documentation of how a game developer actually develops a game.

To do that, I started developing ALATURKA.

ALATURKA is an old-school, open-world action game set in a fictionalized 1970s Istanbul. It is a love letter to the classic open-world action games of the PS2 era—games where the city felt alive, the cars felt heavy, and the chaos was endless.

But this isn’t just about shooting bad guys. It’s about the hustle. As a country boy who has never stepped foot outside his village, you have arrived in Bosforus, a city built on two continents where traffic never flows, and seagulls never stop screaming.The streets are narrow, the traffic is aggressive, and the Psychedelic Anatolian Rock music is blasting from the radio. One moment you are driving a battered minibus to earn an honest living, and the next, you are drifting a heavy muscle car to escape a police raid after a botched delivery.

The core of the game relies heavily on physics, from the bouncy suspension of the cars to the chaotic ragdolls of the NPCs. I wanted to capture that specific “janky but fun” feeling of early 3D games, where every collision feels impactful and every mistake can turn into a hilarious disaster.

Since ALATURKA is primarily an educational project, I challenged myself to build every system on my own. From character locomotion to traffic AI to pedestrian behaviors. As a solo developer, you have to wear every hat.

However, the “Animator Hat” has always been the hardest one for me to wear.

My development process is transparent. After each livestream, I share short videos about my progress on social media.

The reception to the mechanics was great. People loved the heavy driving feeling, the vehicle physics, and the funny interactions in the open world. But there was one consistent piece of feedback that I couldn’t ignore:

“The animations are bad.”

Even for a retro-styled game, the movement felt off. I tried making animations using other industry-standard tools, but I found them incredibly unintuitive for a developer with zero animation experience. My characters moved, but they didn’t feel real. They lacked the most important thing in an action game: Weight.

Hijacking Animation before using Cascadeur
Hijacking Animation after using Cascadeur

I realized that if I wanted ALATURKA to be a high-quality educational example, I couldn’t settle for floaty, “programmer art” animations. I needed a tool that could bridge the gap between my technical knowledge and my lack of artistic animation skills.

That is when I decided to give Cascadeur a shot.

As an Unreal Instructor, my biggest concern is always the pipeline. “Will it break on import?” “Do I have to retarget everything?” Cascadeur surprised me here. It comes with a default UE5 Rig template. This meant I could create animations specifically for the UE5 Mannequin structure and import them directly into my project without any compatibility headaches. As I showed in my Devlog 2, the workflow was seamless—no broken bones, no weird rotations. Just export, import, and play.

Retargeting with UE5 Mannequin

Once the pipeline was set, I started with the basics. In any open-world game, if the walk cycle looks bad, the whole game feels bad.

I tried Cascadeur’s Inbetweening tool. The process was shockingly simple for someone used to coding logic rather than art:

1 – I posed the character for a single frame.

2 – I moved the hips slightly to suggest momentum.

3- I mirrored the pose for the next step.

Cascadeur’s AI filled in the gaps instantly, creating a perfect loop. When I combined this with Auto-Physics, my character suddenly had mass. The “floaty” feeling was gone.

Walk cycle
Run cycle

Vehicles are the heart of ALATURKA’s gameplay loop. Players need to enter cars, exit them, and – most importantly – hijack them by pulling AI drivers out.

This is a nightmare scenario for a solo animator: it involves two characters interacting (syncing) and complex physical constraints (the car door, the seat).

I wanted to stress-test my new pipeline. I set up the scene in Cascadeur with two characters. The goal was to make the player grab the driver and throw them out.

Because I could visualize the physics, I could see exactly where the leverage points were. I didn’t have to guess if the arm pull looked realistic; the tool showed me the force lines. I managed to sync the “Pull” animation of the player with the “Stumble Out” animation of the driver perfectly.

Pull animation with stumbling
Entering car animation

People really loved the new set of vehicle animations. What used to be the weakest link in my project has become a feature I’m proud of.

Cascadeur didn’t just give me better animations; it gave me confidence. It allowed me to finally wear that “Animator Hat” without feeling like an imposter. For a solo developer trying to build a living city, that efficiency is everything.

You can follow the development of ALATURKA and watch my devlogs and livestreams to see how we build this world together.

ALATURKA Steam Page

Bufuak games Youtube Channel

Bufuak games Twitter

Livestreams in Turkish language

poster
Cascadeur 2025.3: New Inbetweening & Quadrupeds
Cascadeur 2025.3 is now available, lifting your animation workflow to the next level by fully integrating Inbetweening interpolation and introducing Quadruped support for AutoPosing and Quick Rigging (Alpha). For the first time, we are also offering an early experimental build using Filament Renderer as a separate download - giving you a preview of Cascadeur’s future rendering capabilities!
poster
Indie Game Spotlight: Dynasthir
Dynasthir is a dark, medieval-fantasy action adventure shaped by more than ten years of development. Indie developer Ulfgang Bristall describes how the game’s animations evolved over time, and how working with Cascadeur since its Closed Beta became a core part of his workflow. His insights show how a two-person team can now build complex, animation-driven game worlds that once required large studio pipelines.
poster
Cascadeur receives Epic MegaGrant, to be used to build dedicated Unreal Engine Live Link
Cascadeur has received an Epic MegaGrant, which we’ll use to develop a dedicated Unreal Engine Live Link plugin. This new integration will let entire animation sequences flow directly from Cascadeur into Unreal in real time, bringing a major benefit for the over 40% of our users who work with Unreal Engine for games and films.
poster
Best Shots: How to Use References for Better Action Animation (Part 3)
What can we learn from flawed action scenes? In this final part of the series, Team Cascadeur's technical writer Fjodor explores how even poorly shot material can inspire solid 3D animation. From building rough sketches and using AutoPhysics to refining environment and camera work, this article shows how to extract the essence of imperfect references and turn them into clear, dynamic animation.
poster
Cascadeur 2025.2 brings Massive AI Inbetweening & Workflow Upgrades
With Cascadeur 2025.2, we’re refining your animation experience with powerful upgrades to our most popular and widely used features - many of them based on user feedback. At the core of this update is a much improved AI Inbetweening system: smoother transitions, more precise results, and new ways to control your motion.
poster
Use Case: Animating Snowboard Carving Techniques in Cascadeur
How do you capture the finesse of a perfect carving turn? In this article, @carver_arcalis shows how Cascadeur helps visualize the subtle mechanics behind edge control, weight shifts, and realistic board motion. Using custom rigs and a smart two-step animation process, he breaks down snowboard carving into clear, learnable movements — ideal for both enthusiasts and animators.
poster
Best Shots: How to Use References for Better Action Animation (Part 2)
What can live-action fight scenes teach us about animation? In this follow-up to Part 1, Team Cascadeur's technical wriiter Fjodor explores how references from martial arts films can be used as a foundation for impactful 3D animation. From frame-by-frame analysis to working with centers of mass, this article shows how to go beyond copying and turn reference into real animation craft.
poster
Indie Game Spotlight: Deformed
In Deformed, solo developer Deformed Studios throws players into a tense horror shooter full of biotech experiments and long-range combat. What began as a simple idea - put a monster in a game - grew into a dark, action-packed experience. Cascadeur made it possible to build complex cutscenes, gameplay animations, and even ragdoll moments. From blocking out poses to polishing final shots, it streamlined key steps in a solo dev pipeline.
poster
Indie Game Spotlight: Eclipse Breaker
In our latest Indie Spotlight, Jorge Rodriguez, founder of Lunar Workshop Games, shares the journey behind his action-packed retro roguelike Eclipse Breaker. As a former developer of major titles like Call of Duty and Double Action Boogaloo, Jorge explains how Cascadeur helped him bring complex animations to life despite not having formal training. With Auto-Rigging and AutoPhysics, he was able to create unique characters like a spiraling water dragon and flying bosses. An inspiring story about creative freedom, technical solutions, and the power of the right tools.
View more