Intro

©2012 Disney

Currently, I am a Junior Gameplay Programmer at Sumo Digital working on
Hood: Outlaws & Legends.

My MSc in Computer Game Engineering at Newcastle University provided me with good C++ knowledge, which I reinforce and develop daily at work. Also, having an MSc in Mechanical Engineering at the National Technical University of Athens provided me with strong problem-solving and mathematical skills, that have proved valuable in gameplay programming.

Here is my work.

Intro

Aenean ornare velit lacus, ac varius enim ullamcorper eu. Proin aliquam facilisis ante interdum congue. Integer mollis, nisl amet convallis, porttitor magna ullamcorper, amet egestas mauris. Ut magna finibus nisi nec lacinia. Nam maximus erat id euismod egestas. By the way, check out my awesome work.

Lorem ipsum dolor sit amet, consectetur adipiscing elit. Duis dapibus rutrum facilisis. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Etiam tristique libero eu nibh porttitor fermentum. Nullam venenatis erat id vehicula viverra. Nunc ultrices eros ut ultricies condimentum. Mauris risus lacus, blandit sit amet venenatis non, bibendum vitae dolor. Nunc lorem mauris, fringilla in aliquam at, euismod in lectus. Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas. In non lorem sit amet elit placerat maximus. Pellentesque aliquam maximus risus, vel sed vehicula.

Work

Hood: Outlaws & Legends (Unreal Engine 4, PC, PS4, PS5, XONE, XS S/X)

Steam page.

As a Junior Gameplay Programmer these are the areas that I most notably worked
-Implementing the majority of Perks in the game.
-Various work on Ragned combat such as Aim Assist, Random Recoil, Accuracy.
-Various work on Melee combat such as Imrpovements and fixes for Lock On System.
-Expanding the Abilities and add functionality for all 4 characters to match design.
-Extensive work on Ability Timer.
-Rework on Sprint Action and Ammo/Gear Boxes to match the design.
-Implementing part of the Achievements.
-Implementing Voice-overs for certain occasions.
-General Polishing and Bugfixing.

Sacrifitem (Unity Engine, PC)

A local multiplayer item-based fighting game developed in Unity. Built in 3 days for the Ludum Dare 43 by Berkem Çınar, Guilherme Graça, Angelos Tsolakis and Vassia Vasiladioti.
You can play the game here.

University Projects

Collect and Destroy (Team Project, PC)

A 4-player deathmatch game, in which players form different weapons gathering resources by destroying game objects. Written in C++ and OpenGL.
My contribution was in gameplay:
-Resources, Health Management, Damage control
-Creating some prefabs
-Add Dodging to player's movement

Rapid Prototyping (Unity Engine, PC)

A quickly developed prototype game concept, using Unity3D for pitching gameplay ideas and mainly obtain familiarity with this certain game engine.
Interesting Gameplay Elements:
-Random Respawning resources in the world, to increase replayability
-Two-player local pvp gameplay, to add some competition
-Multiple levels with increasing difficulty in the future
-Clean and simple offers a core for further improvements

Golf game

A simple golf game that includes physics and AI. This project was written in C++ building on the physics engine provided by Newcastle University.
Features:
Linear and Angular motion, Spatial Acceleration Structures, Raycasting, Collision detection and response between AABB/AABB, Sphere/AABB and Sphere/OBB volumes, Constraints, Pathfinding using A* Algorithm and State machines.

Advance Graphics Coursework

Coursework for Advanced Graphics for Games. A compilation of Scenes to show off certain aspects of graphics programming. Written in C++ and OpenGL building on the already established framework by Newcastle University.
Features:
Scene 1 (Cube mapping, Cube samplers, environment mapping, reflections, skybox, height map, per-fragment lighting, shadow mapping, real-time shadows)
Scene 2 (Deferred Rendering, light volumes, G-Buffers, world space recalculation, ping-pong texturing, Post processing, blurring)
Scene 3 (Scene graph, Scene Node, Frustum Culling, Particles)

Elements

Text

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Preformatted

i = 0;

while (!deck.isInOrder()) {
    print 'Iteration ' + i;
    deck.shuffle();
    i++;
}

print 'It took ' + i + ' iterations to sort the deck.';

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  • Felis enim feugiat.

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  • Dolor pulvinar etiam.
  • Sagittis adipiscing.
  • Felis enim feugiat.

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  1. Dolor pulvinar etiam.
  2. Etiam vel felis viverra.
  3. Felis enim feugiat.
  4. Dolor pulvinar etiam.
  5. Etiam vel felis lorem.
  6. Felis enim et feugiat.

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Name Description Price
Item One Ante turpis integer aliquet porttitor. 29.99
Item Two Vis ac commodo adipiscing arcu aliquet. 19.99
Item Three Morbi faucibus arcu accumsan lorem. 29.99
Item Four Vitae integer tempus condimentum. 19.99
Item Five Ante turpis integer aliquet porttitor. 29.99
100.00

Alternate

Name Description Price
Item One Ante turpis integer aliquet porttitor. 29.99
Item Two Vis ac commodo adipiscing arcu aliquet. 19.99
Item Three Morbi faucibus arcu accumsan lorem. 29.99
Item Four Vitae integer tempus condimentum. 19.99
Item Five Ante turpis integer aliquet porttitor. 29.99
100.00

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