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PROJECT LINK:
RELEASE DATE:
PLATFORMS:
ARCHIVED – Demo Teaser Trailer
RESPONSIBILITIES
– Oversaw the game’s concept and visual identity.
– Worked on the level design and created the graphics and shaders.
– Handled the production by assigning tasks, setting goals, and establishing deadlines, using Trello and the Kanban methodology.
TOOLS
Unity Engine (Particle System, Shadergraph), Adobe Premiere, Git, Trello, Google Suite
CREDITS
art direction, production, game design: virimine
code, game design: Thanasis Galianis
sound: Chris Douris
GOALS
Guided by a visionary approach, our intention was the creation of an abstract game-like experience fuelled by the need to explore the connection between art, data, digital space, and choice. Our aim was to evoke a sense of uncanny within the viewer, through the visual experimentation that defied the boundaries of 3D space. Our ultimate objective was to deliver a prototype that embodied our creative vision.
LESSONS
In this project, I gained a deeper understanding of the Unity Engine and shader creation. Additionally, I honed my skills in game production and recognized the significance of effective communication and management within a team setting. Specifically, I learned the importance of task prioritization and the need to align the project’s vision with the available resources for realistic results.
PROJECT LINK:
RELEASE DATE:
PLATFORMS:
private
2021
Windows, physical
ERGO/prhizomius – recorded excerpt from the real-time simulation
RESPONSIBILITIES
– Came up with the idea and led the project’s entire production process and design.
– Oversaw the art direction and visual development of the project.
– Explored various artworks, art styles, and artists to guide the project’s direction.
– Gathered inspiration and references from various sources to make sure that the execution was well rounded.
– Conducted extensive visual and conceptual research.
– Collaborated closely with artists and developers to bring the project to life while ensuring alignment with the project’s vision.
– Experimented with Shadergraph, creating some of the shaders.
TOOLS
Unity Engine (Shadergraph, Particle System, Post Processing), Processing 2.0, Adobe Photoshop, Adobe InDesign, Adobe Premiere, Git, Trello, Google Suite
GOALS
As my graduate project, I wanted to create an interactive virtual entity as a metaphor for life and engagement. Through the viewers’ gaze, their attention is transformed into data that affects the progress of the artwork-organism, nourishing it in order to grow. The lack of attention inhibits its growth and eventually leads to its decay. Thus, attention acquires a vital role in its survival and development, emphasizing its dependence on its audience.
The conjunction of biological and algorithmic patterns aims, through a sense of a synthetic organicity, at the creation of an otherworldly being. At the same time, they contribute to the parallel connection between its material and immaterial nature, inducing a dialogue between the real and the digital world.
CREDITS
artist: virimine
code: Yasen Dokov
structure technical design & implementation: Mina Katsouli, Rania Antipa
PROJECT LINK:
RELEASE DATE:
PLATFORMS:
Edgebound – 17th ADAF Teaser Trailer
RESPONSIBILITIES
– Oversaw the art direction and visual development of the game.
– Took part in shaping the game’s vision and concept, along with the fellow developer.
– Experimented with Shadergraph, creating part of the shaders that were used in the game.
TOOLS
Unity Engine (Shadergraph, GUI), Adobe Premiere, Git, Trello, Google Suite
GOALS
Concerning the visual aspect, our main objective was to create an aesthetically pleasing 3D parkour game that aligned with the jam’s theme. Given our limited proficiency in 3D modeling, we chose to use simple cubes and instead, direct our focus towards our shared passion for shader creation, in order to bring this vision to life.
CREDITS
design, code, art: Yasen Dokov
art, design: Virimine
sound: Valeriy Baryshev
PROJECT LINK:
RELEASE DATE:
PLATFORMS:
Star Academy – (from top to bottom): (1) Highlights Reel, (2) Main Menu Variations & Animation, (3) Victory Panel Variations & Animation, (4) Word Ride Full Gameplay, (5) Magical Forest Full Gameplay
RESPONSIBILITIES
– Use of the Unity’s GUI system for the development of multiple mini-game prototypes (from concept to final) based on the design guidelines.
– Usage of aforementioned prototypes as templates to produce over 400 interactive exercises.
– Creation of 2D animations, fine-tuning of VFX assets, and in-engine implementation.
– Set up of multiple screen aspect ratios support (from 5:4 to 21:9).
– Assistance in various programming tasks such as development and testing of new features, extension of current features and bug fixing.
– Organisation and integration of assets, including graphics, sounds, UIs and quests.
TOOLS
– Unity Engine (GUI, Particle System (Shuriken), Animation, Animator, DOTween), C#, Visual Studio, Git, Adobe Photoshop, Trello, Google Suite
CREDITS
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.
PROJECT LINK:
RELEASE DATE:
PLATFORMS:
ABYSMAL – (from left to right): (1) Main Menu / Credits, (2) 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.
CREDITS
design & code: GeorgyAngelov, BloodyStupidViktor, Pulni
visuals: Nefi Louko, Virimine
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.
TOOLS
Unity Engine (GUI, Animation, Animator, Particle System (Shuriken), Shadergraph), C#, Visual Studio, Adobe Photoshop, Adobe Illustrator, Git