About

We've been playing games our whole lives. Now we're fixing the part that breaks the people who make them.


Gökhan Aşan

Co-founder, Engine & Architecture

Gökhan has been playing games for over 40 years — across every major platform era, every genre, every generation of hardware. He doesn't just play them. He dissects them. Within seconds of watching a game run, he can tell you whether it's good, generic, or broken — and exactly why.

That instinct is now Maniacs Engine++'s built-in quality filter.

Before Maniacs Engine++, Gökhan spent 25+ years building production-grade software systems. He owns Maniacs Engine++'s engine architecture, ECS implementation, and everything that runs inside SpatialForge.

The people who build the hardest things tend to be the people who understand them the deepest. Gökhan has spent four decades understanding games.

Bahar Faraji

Co-founder, GTM & Growth

Bahar has spent 10+ years at the intersection of growth, product management, and UX design — building the systems that get products from zero to users who actually stay.

She's a two-time co-founder. WiseUp and defaro, both B2B EdTech, both backed. MSc in Design, Technology & Society from Özyeğin University.

Bahar is a Women in Games Ambassador, one of 2,600 ambassadors across 88 countries. The role isn't cosmetic. It connects Maniacs Engine++'s core thesis directly to the equity gap in game development: the people most likely to bring underrepresented perspectives to games are disproportionately hit by infrastructure failure. Maniacs Engine++ removes the infrastructure problem. That's the connection.


Why us.

Gökhan and Bahar didn't meet at a hackathon. They worked together before Maniacs Engine++. That matters. A founding team that has already shipped work together under pressure is a different thing from two people who decided to start a company.

The unfair advantage isn't just the technical architecture or the GTM playbook. It's 40+ years of gaming instinct fused with the growth and product discipline to get it in front of the right people — and the prior working relationship to move fast without breaking the trust.

We built Maniacs Engine++ because we've seen what the pipeline does to solo developers and small studios. The game is designed. The production is broken. We're fixing the production.