I graduated from University College London with an MSc in Computer Graphics, Vision & Imaging (Distinction) in 2016 and hold a Diploma in Electrical & Computer Engineering from the University of Patras, Greece since 2015.
I joined HTC VIVE in 2019 as a Developer Relations Engineer, leading technical support for developers in Europe. My role involves driving awareness about the VIVE technology stack, helping to provide access to resources that enable developers build high-quality content across VIVE hardware and platforms in all content verticals. This includes delivering technical talks at developer events, organising developers jams and hackathons and educating developers by creating and sharing best practices and technical guides.
■ GPA: Distinction (75.4%) ■ Diploma Thesis: "Virtual Reality for the Study of Moral Dilemmas involving Driverless Cars", Advisor: Prof. Mel Slater Related Coursework: Virtual Environments, Computer Graphics, Image Processing, Machine Vision, Acquisition and Processing of 3D Geometry
Major: Electronics & Computers ■ GPA: Overall: 7,85/10(Expected) ; GPA in Major: 8,55/10 ■ Diploma Thesis: "Dynamic Simulation of Virtual Objects for Augmented Reality Applications. Development of an Augmented Reality Chess", Advisor:Assistant Prof. K. Moustakas Related Coursework: Computer Graphics & Virtual Reality, Computational Geometry & 3D Modeling, Pattern Recognition, Human-Machine Interaction & Design of Interactive Systems, Digital Image Processing, Analysis & Design of Software Systems, Object Oriented Technology Independent: The Complete Git course(Udemy), C++ Short & Sweet(Udemy,University of Colorado Boulder), OpenCV Computer Vision Application Programming(Udemy)
➤ Drive awareness about the Vive SDKs & APIs through the delivery of technical talks at developer conferences, meetups & webinars and the organisation of developers jams and hackathons.
➤ Reduce the friction of onboarding external developers providing guidance and technical support on the use of Vive SDKs and educating them by creating and sharing best practices, technical articles and tutorials as well as sample code.
➤ Collect feedback from external developers and influence internal product & engineering teams to translate developer needs into HW and SW features and steer the future roadmap.
As a member of the VR team in the Immersive Division, I worked with Academy Award-winning Creatives to build Framestore's Virtual Production tools and interactive AR/VR experiences for clients such as VW China, Warner Bros & Magic Leap.
VR Scouting Tools (Framestore Virtual Production)
➤ Worked with creatives to implement networked VR Scouting Tools for Framestore’s Virtual Production Platform and give filmmakers new ways to navigate/interact with the virtual world in VR, leveraging Unreal Engine.
➤ Led development for the accompanying AR Experience to Fantastic Beasts: The Crimes of Grindelwald on Magic Leap, featured at the flagship AT&T Store in Chicago and ported it to VR.
➤ Experience in Magic Leap SDK, Image Tracking, State Pattern.
➤ Experience with Character animation for the Driver(Montages/Notifies/IK/AnimGraph)
➤ Implemented tools for spline editing and a system that allowed skipping between different parts of the simulation reducing debugging time.
➤ Implemented a tool that allows skipping between different sections of the simulation and a tool for easier manipulation of meshes in Unreal.
A Moon for all Mankind
➤ Framestore proudly joined Samsung’s mission to bring space travel to all, developing the world’s first lunar gravity simulation VR experience.
➤ Implemented an OSIG Injector GUI application to help with the distribution of the app to testers.
➤ Experience working in all phases of game development, from feature design & implementation to bug-fixing and optimisation.
➤ Worked with Designers to implement extensible and tunable 'meta' game features, such as progression and reward systems that drive engagement.
➤ Cooperated with Artists to create UI Screens with consistent visual style.
➤ Learned how to quickly iterate on the design of UI screens using visual scripting (with Unreal Engine's UMG) and how to improve performance by moving intensive parts to C++.
➤ Prototyped in-game player messaging features and implemented metagame systems for an unannounced project (based on a globally-recognised IP).
➤ Implemented a UI screen-flow system in Unreal Engine from scratch, allowing content authors to easily manipulate screens.
➤ Built a Unity Editor tool that simulates a production control room to facilitate the debugging of the complex camera system using C#.
➤ Experience in Unity3D(C#), Unreal Engine (C++, Visual Scripting), Project Documentation, Perforce, Prototyping, writing tests / test-driven development.
Conducted research on "Virtual Object Manipulation in Mixed-Reality Environments", under the supervision of Prof. G. Klinker and Y. Itoh, funded by the Erasmus+ programme.
➤ Implemented a pinch gesture detection algorithm, employing user’s thumb and forefinger to allow interaction with the virtual content displayed.
➤ Developed an interactive AR Chess Game, with depth map occlusion handling, so that users can seamlessly manipulate virtual chess pieces using their bare hands and play against a chess engine.
➤ Experience in C/C++, OpenCV, ArUco, OpenGL, RealSense SDK.
Roles in IEEE Student Branch
- Chairman (October 2012 - August 2013)
- Vice-Chairman (February 2012 - October 2012)
Roles in IEEE Computer Society Student Branch:
- Founder/Chairman (November 2011 - September 2012)
➤ Increased the number of Active Members by 150,6% (From 85 to 212)
➤ Increased the number of technical activities by 600% (From 3 per year to 21 per year)
➤ Led a team of 23 students for the organization of the 1st Games Expo in Greece,winning the Gold Darrel Chong Student Activity Award, given annually by IEEE to acknowledge exemplary student activities around the world.