– NOTES –
Most of the projects displayed below were collaborative efforts, so not every aspect is solely my work.
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Thank you! (:
Banquet (2022) – [1] Card back, [2] Card front example, [3] Promotional material
Graphics and and Concept Art from the Game Jam entries Pandadelic Shop (2020), The Blafoven (2020), Roots of Evil (2023), Wandering Soul (2019), Safe and Sound (2021) and Perish Alive (2020).
Character Design & Cel Animations from Perish Alive (2020) and Led Astray (2020).
ABYSMAL (2021) – [10] Main Menu & Credits, [11] Game HUD, [3] Ambience VFX, [4] Process Breakdown: Assets Integration
RESPONSIBILITIES
– Collaborated closely with the fellow artist to establish the game’s visual style and atmosphere.
– Designed, animated, and integrated the Main Menu and HUD elements.
– Created and integrated VFX by utilizing cropped parts from the character graphics and the Particle System component to enhance the visual experience.
– Created shaders to produce seamless gradient effects for the background and tile materials.
GOALS
In this game jam, my primary aim was to enhance the overall look and feel of the game while challenging my recently acquired technical art skills within the given time constraints. Additionally, I sought to explore and experiment with UI design and engineering.
CREDITS
design & code: GeorgyAngelov, BloodyStupidViktor, Pulni
visuals: Nefi Louko, Virimine
Star Academy (2023) by Rocket Cola Studio – Highlights Reel
RESPONSIBILITIES
– Developed multiple mini-game prototypes, using the Unity’s GUI system, from concept to final product while adhering to design guidelines. These prototypes were modified and used to make over 400 interactive exercises.
– Created 2D animations, fine-tuned VFX assets, and implemented them into the game.
– Added support for multiple screen aspect ratios, ranging from 5:4 to 21:9.
– Assisted the team in various programming tasks such as developing and testing new features, extending current features and fixing bugs.
– Organised and integrated assets, including graphics, sounds, UIs and quests.
ACHIEVEMENTS
Understanding both technical and artistic aspects assisted in saving time from development by :
– Creating and integrating visual assets with a detail-oriented and quality-focused approach, leading to less iterations and evaluations.
– Explaining technical processes to artists and designers in a clear and comprehensible manner, resulting in fast and effective decision making.
LESSONS
Working on a long-term project has provided valuable insights into the significance of code architecture, automation, and reusability. It has allowed me to grasp the fundamentals of code principles and patterns while learning to operate within established procedures and coding standards.
This experience allowed for the enhancement of problem-solving skills, gained insight, and a deeper understanding of production aspects.
TASKS
– Imported assets in Unity from Figma, 9-sliced them and created button and card prefabs.
– Card content scales based on text length, using the Unity Layout Components.
– Added support for multiple horizontal screen aspect ratios.
– Dynamically populate Achievements List.
– Designed motion graphics.
MOTION DESIGN THINKING
Subtle motion has been used with the intention to guide player gaze. 1) The title and counter appears first entering from the sides. 2) Cards fade in one by one. 3) Text appears based on hierarchy and reading order. 4) Icon uses an opposite motion to create contrast. 5) Scrollbar fades in to indicate that the list is now scrollable.
PROBLEMS AND SOLUTIONS
ISSUE 1: Nested Layouts kept breaking stuff.
SOLUTION: Had to refresh memory on layout structures, lots of googling and trial and error.
ISSUE 1: Dynamically populating card list resulted in UI not being updated correctly. SOLUTION: Used Coroutines and Animations to add a delay for the UI graphics update.
Designed the posters and promotional material for biannual Game Developers Meetups. The event takes place simultaneously in three cities of Greece. Different versions of the material were designed and adjusted to suit various digital media platforms and printed versions.
Game Developers Association Greece’s Coffee Events (2023) – [1 – 9] Posters and Social Media Promotional Material, [10] Poster Creation (speed process)
Shader Experiments, created in Unity Engine Shadergraph. Looped Videos made using Adobe Premiere.