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Technical Artist Portfolio

Anna Katsouli

SHADERS

Shader Experiments, created in Unity Engine Shadergraph. Looped Videos made using Adobe Premier.

ARCHIVED

An abstract, experimental, first-person interactive experience demo developed as a digital art piece. ARCHIVED has been awarded The Art of Games in Greece 2023: Blossoms Grand Prix.

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.

ERGO/prhizhomius

An interactive sculpture that consists of an algorithmic entity simulation, projected through a screen and a cocoon-like shaped structure with an opening. The viewer can peek inside the structure to view the digital content on the screen. ERGO/prhizhomius was my thesis project for the MFA in Visual and Applied Arts.

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

Edgebound

An abstract, experimental, parkour experience developed for Brackeys Game Jam 2021.2. It reached #81 / 1720 in Graphics Category and was featured in the 17th Athens Digital Arts Festival.

PROJECT LINK:

RELEASE DATE:

PLATFORMS:

2021

Windows, WebGL

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

UNITY DEVELOPMENT / TECHNICAL UI ART / ANIMATION / VFX

Star Academy by Rocket Cola Studio

An educational game for children to learn essential skills in English.

PROJECT LINK:

RELEASE DATE:

PLATFORMS:

2023

Windows, Mac, Android, iOS

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.

TOOLS

– Unity Engine (GUI, Particle System (Shuriken),  Animation, Animator, DOTween), C#, Visual Studio, Git, Adobe Photoshop, Trello, Google Suite

CREDITS

Rocket Cola Studio

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.

VISUAL DEVELOPMENT / TECHNICAL UI DESIGN / ANIMATION / VFX / SHADERS

Abysmal

A building, simulation, management game developed for Ludum Dare 48. The team consisted of five members.

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

2D GRAPHICS / ANIMATION

Led Astray(2020)  and Perish Alive(2020) – Graphics & Cel Animations, created with Adobe Photoshop.

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