Monday, March 30, 2026
Senior Developer For Space Flight Simulator 2
Thursday, March 30, 2023
Senior Developer for AI League: FIFA World Cup Qatar 2022™
Really excited to be part of this great team in AlteredStateMachine making a really innovative AI game for FIFA
Developed the official AI-driven soccer experience for the FIFA World Cup Qatar 2022, focusing on a "managerial" gameplay style where users customize and deploy AI teams. The primary technical challenge involved implementing a decentralized AI architecture where every player on the pitch operated as an independent agent with unique traits and real-time decision-making logic.
To ensure global accessibility, I led a rigorous optimization effort to port these complex AI calculations and physics-based interactions to mobile devices without compromising frame rate or battery life. I managed the technical transition from an initial company demo into a robust, commercial-grade product capable of handling the massive traffic surge of a global sporting event. This project demonstrated the successful marriage of cutting-edge machine learning frameworks with high-performance mobile game development.
Friday, July 1, 2022
Tech & Lead Developer for Rokoko
I joined Rokoko in 2020 as lead developer in order to setup a new software department, recruit members and lead on the architecture, schemes and coding guidelines for their new motion capture and animation software. Rokoko is leading in motion capture, democratizing and providing the access to everybody to create animations.
I was mainly involved into building their new software from the very beginning which went out of beta in Jan 2023
Tuesday, January 1, 2019
Senior Developer for CastleSiege: War of Legends
Tasked with a critical architectural intervention for a mobile strategy title to replace a costly and inefficient real-time networking system. The existing architecture relied on constant frame-by-frame synchronization, which led to high server costs and latency issues during large-scale unit spawns.
I designed and implemented a deterministic grid-based simulation system to solve this. By ensuring the game logic was perfectly synchronized across all clients, the network requirement was reduced from constant position updates to a single "spawn command" packet containing a timestamp and coordinates. This shift not only improved the gameplay experience by eliminating "rubber-banding" but also significantly reduced the client's operational server overhead. This project highlights my ability to analyze a business's technical pain points and engineer high-impact, cost-effective solutions through smart system design.
Monday, September 17, 2018
Global illumination system for Unity
Continuing on my ray tracing engine I made a tech demo of a custom CPU based global illumination system in Unity. The system can handle diffuse, specular, transparent and refractive materials - with caustics too. The solution is utilizing sets of rays that are bouncing into the scene and storing the light data into textures. In addition as an optimization step I used Monte-Carlo method to approximate light coming in each bounce. This method doesn't give an absolute light result as would be in our real world, but is often used in many engines to speed things up while giving a close approximation of the real world lighting. At least but not last i embedded Nvidia's Denoiser as a final step to smooth and clean up the final result.
Monday, September 10, 2018
Developed Ray Traced shader for valuable gems and diamonds
Monday, July 16, 2018
Simple ray tracing engine
I was always passionate about 3D rendering techniques so i a made a tech demo of a custom CPU based renderer in Unity. I implemented some basic lighting models like diffuse and phong. I also added reflection and shadows support.


Monday, January 1, 2018
A little research on AI and ML-Agents
Tuesday, June 14, 2016
Wednesday, March 30, 2016
Tech Lead Developer - VividlyApp startup
Monday, March 28, 2016
Game Developer for mobile game "Connectum"
Monday, December 21, 2015
Kinima - A sports analytic tool using Kinect
Sunday, July 19, 2015
Game Developer for mobile game "BLiTS"

Developed BLiTS mobile game for GemCraftGames.com and was launched for Android and Windows platforms.
Sunday, March 15, 2015
Simple flock simulation for exhibition
Wednesday, June 25, 2014
Pipeline Director & Lead Game Developer for commercial game "ToumpaWorld"

Sunday, December 15, 2013
MSc Individual Project - Pacman 3D
Thursday, November 7, 2013
ACM SIGGRAPH Conference on Motion in Games
Tuesday, October 23, 2012
1st Place at Hellenic Game Jam
The main theme line of the competitions was an "extraordinary" story. Whereas we wrote a short story of 2 twin sisters being cursed by their fellow villagers which led the their (2) souls to be combined; as their bodies are apart, the twin soul is in pain seeking revenge on villagers and trying to finally fuse with its other half. The game is played using Kinect sensor and your body while you try to control both of twins. Using your right hand you launch a fireball, while using your left hand you turn and aim around you. More over you are able to move around by moving your foot respectively and finally switch between twins by clapping your hands. Below you can get the game we've created during the competition. Keep in mind that was initially created to be played with Kinect; this version is playable just with keyboard and mouse. The aim of the game is to reach one witch with the other.
Movement: W, A, S, D
Fire: Mouse Left Click
Swap Witches: 1, 2
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Tuesday, October 2, 2012
Kinect Recording Interface
Since I have started to develop desktop applications using Kinect, I had to test my code by standing-up in front of the sensor. At start it was funny, but as soon as I had to do it tens of times within a day it was starting to be annoying. So, I decided to create an application-interface that could record and playback any moves!
The project is written in C# and Visual Studio 2010.
http://www.codeproject.com/Articles/467938/Kinect-Recording-Interface
Monday, October 1, 2012
Screenshot Application
https://www.codeproject.com/Tips/409540/Screenshot-Program
Monday, June 11, 2012
Extending Thesis Project
Wednesday, May 16, 2012
Thesis Demonstration
The project meant to be a fighting-style game (like Tekken, Mortal Kombat etc..) written in XNA 4.0 and combine the power of Kinect. The aim of the project was to create a mechanism to handle appropriate the fighting models. Unfortunately, there wasn't enough time to focus on graphics design.
Tuesday, May 15, 2012
Thesis
Below you can download my report and my project files:
| Report | Source Files | Binary Files |
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* Please keep in mind that in order to run the binaries files you should have installed XNA 4.0 Framework and running Kinect on v.1.0.0.45 Beta 2 drivers, otherwise application will crash on start.
















