HEY THERE! Some videos have been reported as not playing correctly on mobile browsers. If you encounter issues, please switch to Desktop.
Thank you! (:
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) Days on a Tree Full Gameplay, (5) Word Ride Full Gameplay, (6) Treasure Hunt Full Gameplay, (7) 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.
Delving deeper into shader magic, to be able to create more optimized and modular materials for User Interfaces.
PROJECT LINK:
RELEASE DATE:
PLATFORMS:
check documentation
–
Unreal Engine 5
PROJECTS
Dynamic Combo Score Indicator [ Check Full Article ]
Created during a mentorship with Adrienne Pugh on Technical UI Design Techniques and Shaders. Everything is made procedurally in Unreal Engine 5’s Material Graph.
Dynamic Combo Score Indicator [ Check Full Article ]
Created for the Real Time Graphics (Medialogy, Msc) course. Offsets could be randomized, tied to the score amount or action type. Imagine an uppercut moving the text up or a crouching kick making it go down!
(WIP) Segmented Health Bar [ Demo Video (Full Article Coming Soon) ]
Currently working on creating a segmented health bar material that supports dynamic addition and removal of segments, health damage feedback gauges. Functionality is done by setting material parameters in UMG and Sequencer
PROJECT LINK:
RELEASE DATE:
PLATFORMS:
available upon request 🙂
2023
Unity Editor 2022
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 – THOUGHT PROCESS
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 2: Dynamically populating card list resulted in UI not being updated correctly. SOLUTION: Used Coroutines and Animations to add a delay for the UI graphics to update properly.
TOOLS
– Unity Engine (GUI, Animation, Animator), C#, Visual Studio, Git, Adobe Photoshop
PROJECT LINK:
RELEASE DATE:
PLATFORMS:
ARCHIVED (2023) – 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.
Shader Experiments, created in Unity Engine Shadergraph. Looped Videos made using Adobe Premiere.
Abysmal (2021): designed, animated and implemented UI and VFX particles
Led Astray (2020): created and animated main character
Perish Alive (2020): created and animated enemy characters
PROJECT LINK:
RELEASE DATE:
PLATFORMS:
multiple links
2020 – 2021
Windows, WebGL
RESPONSIBILITIES
– Collaborated closely with the fellow artists to establish the game’s visual style and atmosphere.
– Created and animated 2D graphics.
– Designed, animated, and integrated 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 game jams, my primary goal is to try new skills or test the recently acquired ones within limited time constraints while enhancing the overall look and feel of the games.
TOOLS
Unity Engine (GUI, Animation, Animator, Particle System (Shuriken), Shadergraph), C#, Visual Studio, Adobe Photoshop, Adobe Illustrator, Git
CREDITS
multiple collaborators