Game Developer with specialization in shaders with a heart for 3D architectural modeling and strong foundation in programming.
• Took over development of VR prototype aimed at fall prevention for older generations, building on prior work in collaboration with a research doctor professor and PhD students specializing in the topic.
• Implemented gameplay system based on professor’s directions and iterations based on real-user testing and feedback.
• Maintained and debugged existing code while documenting them for long-term maintainability.
• Initially a 3D artist; created custom 3D assets and optimized, UV unwrapped, and textured store assets to meet the visual requirements and technical limitations of mobile shaders.
• Conducted detailed research on Venizelos’ life events to pitch a narrative-driven video game based on his life events aimed at museum visitors.
• Prototyped various gameplay concepts with cards in Lua and LOVE2D and iterated based on feedback from the museum staff and history students.
• Visualized the museum space and assessed the probability of implementing the game in Minecraft and in 3D aimed at juveniles to evaluate educational potential.
• Developed a proof-of-concept game on Unity, aligning with historical accuracy.
• Created optimized 3D models based on reference images and/or CAD files focusing on real-time performance and high visual fidelity with use of baking normals and various other maps.
• Developed modular materials using Unreal’s ORM workflow and shader node networks, including vertex animations and procedural UV manipulation to meet modularity requirements.
• Defined asset creation standards approaches in 3d art for the company, documented best practices, and contributed to long-term sprint planning & quarterly meetings.
• Coded Unreal C# Slate UI scripts for internal real-time visualization tools.