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Muhammed Budak · Game designer & creative technologist

Curiosity.
Made playable.

Game design, language and a player’s eye for detail. Most recently, I worked at Electronic Arts in Madrid on FC25, FC26 and Dutch marketing content for FC Mobile and other mobile games.

My latest chapter at EAExplore my design projects
With the team at an EA Sports FC26 event in Spain
My latest chapter at EA Madrid · FC25 & FC26
Based in Arnhem, the Netherlands

My latest chapter.
Electronic Arts.

Dutch Localization Tester
Madrid, Spain · June 2024–February 2026

I tested Dutch text and audio for FC25 and FC26, including end-to-end responsibility for Dutch localization at the FC26 launch. I also checked Dutch marketing content for FC Mobile and other mobile games.

FC25FC26FC Mobileand other mobile games
Inside my role Text & audio · Coordination · Marcom

Text, audio and the FC26 launch

I worked on FC25 and FC26, with end-to-end responsibility for Dutch text and audio for the FC26 launch. My role connected language quality with the experience of playing the game, following the Dutch localization through its test cycles.

Keeping the work moving

I was a point of contact between developers, producers and external partners across countries and time zones. I managed two parallel workstreams, tracked progress in Jira and Confluence, and raised risks early so we could agree on priorities.

Beyond the game: Marcom

For marketing communications, I owned Dutch localization checks on text and video before release in the Netherlands. That work included FC Mobile and other mobile games, with a focus on translation accuracy and quality assurance.

With the team at an EA Sports FC26 event in Spain
EA Sports FC26 event · Spain
Group photograph of the full EA Sports FC26 localization team across all languages
The full FC26 localization team · All languages · Electronic Arts

Work

Selected work

Applied game · Air France–KLM · 2019–2020PaperBird

Lead game designer in a six-person team · Delivered

PaperBird card designs on a blue background

The challenge

Air France–KLM account managers needed a way to discuss how they prioritise their work. Our team developed a card game informed by the Eisenhower prioritisation framework, making the reasoning behind a decision visible to other people.

How the game works

  1. Start with a client. Read a client case and decide what you want to achieve.
  2. Make priorities visible. Place task cards on the board according to their importance for that situation.
  3. Compare the reasoning. Discuss the differences between players, or try to infer another player’s goal from their choices.

Commercial and Cargo teams use different task decks with the same underlying rules. The reverse of each task card explains the action, so players can look up unfamiliar tasks without filling the front with text.

Account managers arranging PaperBird cards during a playtest
Testing priorities with account managers.
Players comparing their PaperBird task cards at the test table
Comparing decisions and discussing the cards.

Playtesting and iteration

An early digital checklist gave way to a physical, conversational game. The team explored cooperative and competitive versions, tested with commercial and cargo employees, and adapted the content into separate decks.

One important change was removing time limits. Players were getting pulled toward mathematical optimisation instead of the discussion we wanted to encourage. We also moved away from rigid priority labels toward a gradient board with symbols, leaving room for nuance.

Making it fit real work

Testing with Cargo employees showed that one shared deck did not reflect both departments. We separated the Commercial and Cargo task cards and simplified the client cases with shorter text and imagery. The final board used symbols and a gradient to encourage players to compare priorities, rather than place everything in an “important” box.

My part in the team

I led game design, helped guide the concept and iteration, and worked through weekly playtests and stakeholder feedback. The final result was a collaborative team effort, from rules and task cards to visual design and production materials.

Where it landed

A production-ready game and hand-off materials, showcased at KLM Sales Day and at HKU. We supplied separate task decks, a rule book and templates so account managers could bring their own current client cases into the conversation.

Watch the PaperBird video
Playful learning · HKU graduation project · 2021–2022Elif Ba

Research, game design and playtesting · Tested prototype

A set of colour-coded Arabic letter learning cards

A problem from my own classroom

While teaching weekend classes, I saw how hard it could be to keep a large, mixed group of children engaged in learning to read Arabic. My graduation project at HKU began with that real classroom problem.

The research question

How could learning feel more approachable when children have different starting points and teachers have limited time? I looked at class sizes, age differences, teaching time and the parts of learning that students found confusing. Existing learning apps offered a useful comparison, but turning the book into a screen did not resolve the underlying design problem.

The first idea wasn't the final answer

I initially explored digitising the lessons into an app and a collection of mini-games. Reviewing existing apps, speaking with teachers and parents, and testing paper prototypes helped me see that simply adding game elements wasn't enough.

The first card-based version introduced a different problem: too many cards and too little structure overwhelmed the children. That feedback became a reason to simplify the design.

An early Elif Ba card prototype laid out on a deskElif Ba cards being used during a classroom test

Prototype and testing photographs from my graduation presentation.

Designing for understanding

I grouped similar letters through colour, added numbers and used both sides of each card for letters and explanations. The cards could be rearranged, discussed and used by teachers, parents or peers. Known letters could be removed from a learner's stack, making progress tangible.

What a learning session could look like

A teacher introduces the foundations, then the cards provide material for practice and discussion. Learners can compare related letter forms, turn a card over for an explanation and help each other. The design supports teaching and peer learning rather than assuming children can work through everything alone.

My contribution

I brought together classroom experience, research, prototype design and playtesting. The important design decision was to reduce the initial overload: fewer competing elements, clearer groups and a more structured way into the activity.

What changed in my practice

The project shifted from adding games to a lesson toward designing around the way people actually learn together. The end-term presentation records three different tests involving more than ten students. Shortening the overall learning time was a research aim, not a proven outcome.

On the side

Administration software · Built with AIAidat
Aidat financial dashboard showing demonstration records and charts
Dashboard · Test data

I’m building Aidat with AI to help non-profit organisations manage memberships and finances. It brings the day-to-day administration into one application, with both a Windows desktop version and a browser edition.

The project gives me a practical reason to work through how people enter information, find records and keep their administration organised.

Members, payments, bank statements and reports share the same interface. The dashboard brings balances, income and expenses together, while individual records remain available for the day-to-day work.

Community websiteArnhem Ayasofya
Homepage of the Arnhem Ayasofya community website
The community website

I made the website for Arnhem Ayasofya. It brings together community news, activities, membership information and the plans for the new mosque, including ways to contribute to its construction.

Visit arnhemayasofya.nl

The site brings practical information and current updates into one place. Visitors can find activities, read about the building project and reach the relevant membership or donation information.

Windows & AndroidDeskBridge
DeskBridge desktop interface with a demo connection and pairing controls
Desktop interface · Demo connection

A personal project connecting my Windows PC to an Android phone. DeskBridge combines desktop screen mirroring, touch controls and a virtual keyboard with a Claude Desktop companion.

I’m exploring how a desktop workflow can work on a smaller screen, where navigation and input need a different approach.

The desktop interface includes connection and pairing controls. On the phone, screen mirroring, touch input and a virtual keyboard provide access to the PC without needing to sit at its desk.

Minecraft modAtlas
The expanding Atlas map displayed inside Minecraft
Atlas in Minecraft

Atlas replaces a collection of separate Minecraft maps with one expanding map. It charts new areas as you explore, uses empty maps as its resource and can be held while you keep walking.

I wanted it to fit the game’s existing map system, with zoom and pan controls that make a larger world easier to navigate.

View Atlas on Modrinth

Each empty map adds another area to the atlas. A dedicated slot keeps it accessible while exploring, and the map view supports zooming and panning across the areas already charted.

View the source on GitHub
EU5 · Europa Universalis V modJapan Restored
Japan unified as the Great Japanese Empire in Europa Universalis VThe Sun Rises Over a New Japan event from Japan Restored
Map and event screenshots from the mod’s Steam Workshop gallery.

Japan Restored began with things I wanted to fix in EU5’s Japan and Sengoku systems. The mod works on the path from unification to the Shogunate and Empire, alongside a samurai and dojo system.

It also includes interface improvements and an event guide. It’s available on Steam Workshop, with balancing and playtesting still part of the work.

View Japan Restored on Steam Workshop

The work spans progression rules and the tools used to understand them: the samurai and dojo system develops across six ages, while the event guide helps players follow the available events. Quality-of-life changes include castle upgrades and minting controls.

Student years

01Rise to SurvivePICO-8 / Tower defence
Pixel-art screenshot of Rise to Survive

Student team project

A short tower defence project made in PICO-8 with Nathan Flier. I worked on game design and public relations; Nathan worked on development and game design.

My contributions included social media and presenting the game to an audience. Working in a small team connected two sides of the project: shaping a playable idea and communicating what makes it interesting.

Screenshot from my 2018 student portfolio.

02Mayor RushCard game / Balancing
An early Mayor Rush paper prototype card

Student team project

An eight-week project that evolved from a board game into a card game. I used video blogs to document what I had made and what I wanted to change next.

My work covered balancing, paper prototyping and testing. Making the rules tangible let me explore the system through play, an approach I later returned to in PaperBird and Elif Ba.

Early prototype imagery from my student portfolio.

03The Land of the Seven KingdomsApplied game / Research
The Land of the Seven Kingdoms game menu

Student team project

An applied game project for people with acquired brain injury, developed by a five-person team of four artists and me as game designer.

My contributions centred on research, management and planning. The project put the intended audience at the centre of the brief: who would use the game mattered as much as the game idea itself.

A student design project; no clinical outcome is claimed.

04A Rebel's HopeNarrative / Worldbuilding
Illustrated scene from the A Rebel's Hope student project

Student team project

A team project that revisited our first-year narrative work and developed it into a story pilot. My contribution combined story and gameplay, alongside teammates working on art, filming, editing and gameplay.

The work included scenario writing, worldbuilding and a paper prototype. Our wider narrative coursework explored cultures, languages, beliefs and relationships — the details that connect a fictional world to the choices a player makes.

Journey

  1. 2012–2016Application Development

    Application Development at Rijn IJssel. Learning the building blocks that would later help me turn design ideas into prototypes.

  2. 2016–2022Game Design at HKU

    BSc Game Design at HKU University of the Arts Utrecht. From first Unity experiments and storyworlds to playtesting, applied games and my Elif Ba graduation project.

  3. During HKUJapan exchange & Korea game jam

    A five-month game design exchange at Osaka Electro-Communication University, Japan, and a game jam at POSTECH in South Korea representing HKU.

  4. 2019–2020Exodus Burned & PaperBird

    Game design and testing on Exodus Burned, followed by leading game design on the collaborative PaperBird project for Air France–KLM.

  5. 2023–2024VR Learning Lab

    Teaching computational thinking, CoSpaces and VR with VR Learning Lab. Making unfamiliar technology approachable through doing.

  6. 2024–2026Electronic Arts

    Dutch localization testing on FC25 and FC26, including ownership of Dutch text and audio for the FC26 launch. Marcom work on FC Mobile and other mobile games. Read about my EA chapter.

  7. NowPersonal projects

    Building Aidat, DeskBridge and a community website, and experimenting with Minecraft and EU5 mods. Explore my side projects.

Photographs

Group photo from my exchange in Japan
JapanExchange · People I met along the way
With fellow students during my exchange in Japan
JapanExchange · Learning together
Group photo at the game jam at POSTECH in South Korea
South KoreaPOSTECH · Game jam
With the team at an EA Sports FC26 event in Spain
SpainEA Sports · FC26
A selfie in front of the giant Gundam during my trip to JapanHi, I'm Muhammed.

About

I'm a designer from Arnhem with a love for games, history and the way people see the world.

My interests don't stay in separate boxes. Travel feeds my curiosity about cultures. Teaching feeds my interest in playful learning. Games give me a space to bring those things together.

Outside my professional work, I've taught weekend classes in my community and volunteered in Sudan and Gabon. These are part of my story alongside the projects and job titles.

WorldbuildingHistory & cultureTravelAnime & mangaBloodborne enthusiast
A selfie with children during my volunteer trip in GabonA child blowing up a balloon in GabonShaking hands during my volunteer trip in Gabon
Volunteering in Gabon · July 2022
Distributing aid with fellow volunteers in SudanA group photo with volunteers and community members holding balloons in Sudan
Volunteering in Sudan · 2019

Volunteering

Photographs from my time volunteering in Sudan in 2019 and Gabon in July 2022.

Contact