Work

Thirteen projects spanning commercial games, AR and VR applications, mixed reality, educational software and training platforms — from 2010 to 2026.

Selected work

Meetaverse

Years
2025 – 2026
Client
Althimis
Role
Unity Developer

Meetaverse is a platform for creating and hosting interactive virtual events, training activities and collaborative experiences within customizable 3D environments.

I was responsible for the development of the environment authoring tool used to create, configure, and manage these environments without developer involvement. The tool allowed users to compose environments, configure content, create reusable templates, and assign modular runtime behaviours to objects through a component-based workflow.

A major focus of my work was the data pipeline responsible for serializing environment data, downloading content and configuration from remote services, and dynamically reconstructing complete environments at runtime. This included support for hierarchical scene structures, object references, modular configurable components, and runtime asset loading. I also coordinated closely with engineering teams that work on client, backend and communication technologies.

Platform demo

Sleigh Flight School

Year
2015
Client
DreamWorks
Genre
Arcade / Runner
Tech
Unity (C#)
Role
Sole Programmer
Platform
iPad installations

Sleigh Flight School was an arcade-style game featured in DreamWorks holiday installations across shopping malls in the United States and London.

As the sole programmer on a four-person team, I was responsible for the complete technical implementation of the project, including gameplay systems, UI, scene management, audio integration and core game logic. I worked closely with designers and artists to deliver a performant and reliable experience within a 3-4 month production schedule.

This was my first experience owning the technical development of a commercial product from start to finish.

Trailer
  • Sleigh Flight School screenshot 1
  • Sleigh Flight School screenshot 2
  • Sleigh Flight School screenshot 3
  • Sleigh Flight School screenshot 4
  • Sleigh Flight School screenshot 5
  • Sleigh Flight School screenshot 6
  • Sleigh Flight School screenshot 7
  • Sleigh Flight School screenshot 8
  • Sleigh Flight School screenshot 9
  • Sleigh Flight School screenshot 10
  • Sleigh Flight School screenshot 11

DreamWorks Color

Year
2016
Client
DreamWorks
Genre
Augmented Reality mobile application
Tech
Unity3D (C#), Vuforia
Role
Unity Developer
Platforms
iOS, Android

DreamWorks Color was an Augmented Reality mobile application that allowed children to bring their colored DreamWorks characters to life. By scanning specially designed coloring pages, users could view animated 3D characters in AR with their own coloring applied to the models.

Working as part of a two-programmer team, I was responsible for the image-processing pipeline that transformed scanned coloring pages into textures that could be applied to 3D characters at runtime. This involved extracting and correcting images captured by the device camera, compensating for perspective distortion, and generating textures suitable for use on animated 3D models.

The project provided valuable experience with AR development, image processing, texture manipulation and mobile optimization using Unity and Vuforia.

Feature video
  • DreamWorks Color screenshot 1
  • DreamWorks Color screenshot 2
  • DreamWorks Color screenshot 3
  • DreamWorks Color screenshot 4
  • DreamWorks Color screenshot 5
  • DreamWorks Color screenshot 6
  • DreamWorks Color screenshot 7

VR Development Framework & VR Experiences

Year
2016
Tech
Unity3D, HTC Vive (SteamVR)
Role
Unity Developer

Developed a reusable VR framework for HTC Vive projects that was adopted across multiple applications within the company.

The framework addressed two major challenges of early VR development: limited access to headset hardware and the complexity of the SteamVR SDK. Its core feature was a recording and playback system that allowed developers to capture headset and controller interactions once, then replay them directly inside the Unity Editor for testing and debugging without requiring VR hardware. The framework also provided a simplified abstraction layer over SteamVR, reducing implementation complexity and standardizing common interaction patterns.

The framework was subsequently used as the foundation for multiple VR experiences, including EventTech: BeCreative and Wonder Woman VR, where I served as the sole programmer responsible for gameplay systems and feature implementation.

EventTech: BeCreative
Wonder Woman VR prototype

Marvel's Civil War VR

Year
2016
Client
Kellogg's
Genre
VR arcade shooter
Tech
Unity3D (C#), Cardboard VR
Role
Programmer — UI, audio, tutorial system, product scanning

A promotional VR arcade shooter released alongside Marvel's Captain America: Civil War. Players could choose a hero, battle waves of enemies, and unlock additional content through promotional product interactions.

I joined the project during the later stages of development as part of a four-programmer team. My contributions included the implementation of onboarding systems, tutorials, and product barcode scanning functionality used to unlock in-game rewards. The project also provided valuable experience working within an established codebase and integrating new features into an existing production architecture.

This was my first experience contributing to a commercially released VR project and working within a larger multidisciplinary development team.

Teaser
  • Marvel's Civil War VR screenshot 1
  • Marvel's Civil War VR screenshot 2
  • Marvel's Civil War VR screenshot 3
  • Marvel's Civil War VR screenshot 4
  • Marvel's Civil War VR screenshot 5
  • Marvel's Civil War VR screenshot 6
  • Marvel's Civil War VR screenshot 7
  • Marvel's Civil War VR screenshot 8
  • Marvel's Civil War VR screenshot 9
  • Marvel's Civil War VR screenshot 10
  • Marvel's Civil War VR screenshot 11
  • Marvel's Civil War VR screenshot 12

Planet3

Genre
Educational game
Tech
Unity3D (C#)
Role
Unity Developer

Planet3 is an educational game designed to teach environmental science concepts through interactive simulations and assessment-based activities.

As part of a three-programmer team, I developed UI systems and interactive assessment features, contributing to several educational activities throughout the project.

Feature video
  • Planet3 screenshot 1
  • Planet3 screenshot 2
  • Planet3 screenshot 3
  • Planet3 screenshot 4
  • Planet3 screenshot 5
  • Planet3 screenshot 6
  • Planet3 screenshot 7
  • Planet3 screenshot 8
  • Planet3 screenshot 9
  • Planet3 screenshot 10
  • Planet3 screenshot 11
  • Planet3 screenshot 12
  • Planet3 screenshot 13
  • Planet3 screenshot 14
  • Planet3 screenshot 15
  • Planet3 screenshot 16

Blasteroids

Year
2016
Client
Synergy Technical
Genre
Mixed reality arcade minigame
Tech
Unity3D (C#), Microsoft HoloLens
Role
Unity Developer

Blasteroids was a mixed reality arcade game developed for Microsoft HoloLens and showcased at industry events. Players used hand gestures to shoot virtual asteroids integrated into the physical environment and avoided incoming attacks through real-world movement.

As part of a two-programmer team, I contributed to gameplay and feature development while gaining experience with mixed reality technologies and the constraints of early-generation HoloLens hardware.

Teaser
  • Blasteroids screenshot 1
  • Blasteroids screenshot 2
  • Blasteroids screenshot 3
  • Blasteroids screenshot 4
  • Blasteroids screenshot 5

AR Card

Year
2015
Studio
MADStudios
Genre
Augmented reality greeting card
Tech
Unity3D (C#), Vuforia
Role
Sole Programmer, Team Lead

An Augmented Reality driven congratulation card. The sender buys a card with a unique barcode on its side, scans it, and defines the greeting message for the receiver it will be sent to. The receiver gets the card, downloads the app, scans the barcode, and watches a Monty Python-styled experience with their customized name and message.

Demo

Early work

2010 – 2015 · student, startup and early-career projects

Fat Mage

Year
2014 onwards
Context
University licence thesis project
Genre
RPG (mobile)
Tech
cocos2d-x (C++)
Role
Sole Programmer, Team Lead, Game Design

Fat Mage is a top-down fantasy RPG that casts the player in the role of an adventurous mage. The player progresses through a predetermined storyline that evolves into an epic tale full of unique characters and unexpected plot twists. The gameplay includes elemental action with plenty of spells to choose from, side quests and secret areas to explore, and experience, leveling and boss battles — combined with intuitive game mechanics and aesthetically pleasing environments.

Note: the graphics are temporary development placeholders; I have no rights or ownership over them.

Demo
  • Fat Mage screenshot 1
  • Fat Mage screenshot 2
  • Fat Mage screenshot 3
  • Fat Mage screenshot 4
  • Fat Mage screenshot 5
  • Fat Mage screenshot 6
  • Fat Mage screenshot 7
  • Fat Mage screenshot 8
  • Fat Mage screenshot 9

Match Three

Year
2015
Genre
Match-three game
Tech
Unity3D (C#)
Role
Sole Programmer

A game where the player swaps two neighbouring elements to create a row of three or more blocks of the same color. Matched blocks are destroyed, giving score points or completing objectives. Matching four or more blocks produces special blocks that, when matched, explode in a specific pattern.

Note: one of the projects developed at a small start-up. Assets were bought from various asset stores.

  • Match Three screenshot 1
  • Match Three screenshot 2
  • Match Three screenshot 3
  • Match Three screenshot 4
  • Match Three screenshot 5
  • Match Three screenshot 6

MallWeGo

Year
2013
Genre
Online social shopping game
Tech
cocos2d-x (C++)
Role
Programmer — tiled map systems, server-synchronized character movement, shopping system, roulette game

MallWeGo is a shopping and gaming experience where users can shop for real products in the mall, share with their friends what they are buying and looking at, walk around the mall freely and chat with people inside it. Users can play in a MallWeGo casino area for credits and experience points, which can then be used inside the shopping area.

Each user, when first logging into the game, is given an apartment that serves as their homepage, settings page, wishlist and inventory. Along with the apartment, they choose their avatar — male or female, hair color, skin color, and a small selection of clothing.

  • MallWeGo screenshot 1
  • MallWeGo screenshot 2
  • MallWeGo screenshot 3
  • MallWeGo screenshot 4
  • MallWeGo screenshot 5
  • MallWeGo screenshot 6

Chrono Distortion

Year
2010
Context
School project
Genre
3D first-person puzzle
Tech
OpenGL (C++), FMOD
Role
Everything

Chrono Distortion is a 3D first-person action game tightly mixed with puzzle elements. To complete a level, the player has to get through obstacles (doors) that can be opened using a series of buttons triggered by the player or by special boxes. The protagonist is able to manipulate time in a number of ways, including a complete stop, rewinding, and projecting himself in time.

Being able to re-live the same moment again and again, each time from a different perspective, gives the player the ability to see themselves in real time and act in symbiosis with their past projections to solve the puzzles and open access to the next level.

Demo