AI-enabled game publisher Felicity appoints İlker Yoldaş as VP - Product
Felicity, an AI-enabled game publisher, has appointed İlker Yoldaş as its new VP of Product. Yoldaş brings over two decades of gaming industry experience, specializing in scaling live games and AI-driven personalization. He will play a crucial rol...

Yoldaş brings a player-centric approach to leadership and a strong background in cross-functional product development. Their specialisation includes live operations, AI-driven personalisation, and data-led monetisation strategies. At Felicity, they are expected to play a central role in shaping the company’s product strategy and supporting its global expansion.
Yoldaş has previously held leadership positions at companies including Homa, TastyPill, and Peak Games, focusing on game design, feature development, and systems thinking. Most recently, Yoldaş served as Head of Studio at Quiet, where they led the studio through its successful acquisition by TapNation.
“Proud to join Felicity as VP of Product,” said İlker Yoldaş. “Energy is high, the roadmap is defined, and we're hiring across multiple roles. Looking forward to shaping the future landscape of gaming through unseen innovations that redefine the industry.”
Felicity is in the process of building a global leadership team as part of its strategy to implement a tech-first game publishing model. The company is focused on combining innovative technology, cross-market insights, and a unified vision to transform how games are discovered, distributed, and scaled.
“İlker is a systems thinker with a player-first heart,” said Anurag Choudhary, Founder & CEO of Felicity. “İlker’s experience in leading teams, scaling live titles, and integrating AI into core gameplay systems makes for a perfect fit as we enter Felicity’s next phase of growth.”
“Felicity’s next chapter is global,” Choudhary added. “Our talent footprint will span select markets globally, and every new team member will add deep expertise in mobile gaming, monetisation strategy, and AI-driven design. We’re scaling not just our games but the systems behind them.”
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