A Unity editor tool that converts 3D mesh animations into sprite sheets, allowing seamless 2D animation workflows directly from 3D assets.
Improved Impostor helps you turn complex meshes into distance-friendly impostors : the editor captures your object from many directions, so you get stable silhouettes and lighting far away without paying for full geometry.
AnimLOD reduces animation CPU cost by lowering update frequency for distant or small on-screen characters using tiered Playables-based evaluation.
A real-time Vulkan renderer exploring modern GPU techniques, featuring a deferred PBR pipeline with cascaded shadows, screen-space global illumination, and order-independent transparency.
A Unity URP prototype reconstructing Arx Fatalis levels with a fully GPU-driven pipeline. Geometry is partitioned into spatial cells, culled on the GPU, and drawn via DrawProceduralIndirect.
A Unity feature that improves fog realism by calculating true camera-to-object distances, ensuring smooth, artifact-free fog across the scene.
A VR simulation for vocational training of individuals with Autism Spectrum Disorder. Users practice workplace tasks in safe, structured virtual environments like Barista Helper and Office Clerk.
A Unity storytelling project for children (10–14), combining a WebGL authoring tool with immersive VR. Players create stories in a book-style editor and explore them in VR.
A Unity VR training project for nursing education. Simulates clinical procedures to practice workflows safely in immersive scenarios.
A mobile Unity game teaching sustainable urban development to children. Players build eco-friendly cities while learning resource management, energy use, and green practices.
A platform for exploring historic Kifisia mansions through AR and WebGL 3D models. Digitizes architectural and historical data into interactive 3D scans and AR tours.
A mobile Unity game and toolkit for young adults (18–24) to explore social entrepreneurship. Combines swipe-based narrative, psychometric assessment, and gameplay to teach teamwork, business models, and sustainable development concepts.
Hey, I’m Alexandros — a game developer specializing in engine tooling and production systems. From internal pipelines and editor extensions to developer tools published on the Unity Asset Store. Comfortable across the full stack, from C# gameplay and editor code down to compute shaders and GPU-driven rendering.
I work professionally on VR and mobile educational games, where constraints like performance, memory, and scalability shape every decision. Alongside production work, I build rendering systems and engine-level tools to explore modern GPU techniques and push Unity beyond typical usage patterns.
My background covers tools, engine-level development and performance-focused graphics programming. I’m always learning, experimenting, and pushing myself through personal projects that challenge me technically.