Hello visitor (^_^) It's me, your friendly Game Programmer in Red Kite Games Ltd! I come from Greece, but now I live in Leeds, UK and this is my attempt to "connect" with you virtually! Well, in my current job I have been programming in C++ daily (since I started in September 2020) and I am very proud for being part of the marvelous team that ported "Control" to Stadia in 2021.
In other news, I recently graduated with distinction from the MSc in Computer Game Engineering of Newcastle University. I started this masters course following my passion for games and at the same time, deciding that I will live and work abroad to achieve that. Moreover, in the first half of 2020, I did a work placement as a Unity developer at Nosebleed Interactive Ltd, achieving to be in the credits of the published mobile game 'The Pocket Arcade'. In addition, I look forward to seeing its PC version I have also worked on, named 'Arcade Paradise', being released on Steam in the Spring of 2022.
In Greece, I was a C# programmer for 3.5 years, using ASP.NET, SQL, learning working with the Agile methodology, and in my free time, I had been developing my personal small Unity projects. In total, I have almost 2 years of experience in game development and about 5 years in web development. To sum up, programming is my everyday life, and at this point, I have to admit that the creative and exciting world of the gaming industry has won me over!
GPA : Pass with Distinction
Thesis : Recreating Bomberman - Features, steps and challenges
( paper | presentation )
Related courses :
GPA : 7.46/10 Very Good
Major : Software Engineering and Intelligent Systems
Thesis : an "Educational Software for Dance Learning in Virtual Environment" created in Unity3D that allowed me to explore various aspects such as : motion capturing via Xbox360 Kinect, animation processing/exporting)
Related courses :
A Unity project completed for my masters' thesis.
The main features/mechanics of the game are:
- power-ups for extra bombs and lifes, extended fire range, ghost bombs, etc.
- 3 types of AI: the Bot, the Smart Monster and the Dummy Monster
- 3 modes: Adventure (PvMonsters), Multiplayer (PvP), Party (PvBots)
- level variation system: for generation and alteration on Party & Multiplayer Mode
- 2 types of cameras: 2.5D for the Adventure Mode, 2D for the other Modes
- character and skin selection screen
"With keys to King Wash, embark on a 90s retro arcade adventure to turn a rundown laundromat into the ultimate arcade!" (summary on Steam)
Fruit Crumble, Hustler, Snake, Bomberdudes, Laundromat & Cleaning functionality
were only some of the features I helped to build, while I was on my work placement!
A prototype for my masters' second semester group project made in Unity,
presenting a variety of easily implemented mechanics:
- power-ups for increase strike force, transportation and swapping players' position
- bonus points system
- co-op functionality (by pressing simultaneously buttons to open a hatch)
- ball's behaviour on different materials
- death from fireballs or drowning
A C++ project created as a coursework for Advance Game Technologies, that made me explore aspects like:
- physics (forces, impulse, torque, etc.) & collisions
- state machines
- raycasting
- AI and pathfinding
- networking
My very first Unity project, created as my bachelor thesis (2014). It contains many different aspects of game development, as :
- lighting (directional light and spotlights)
- multi-camera viewports
- shadows
- texturing
- motion capturing
- animation exporting and processing