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Senior Games Developer | C++ | C# | UE4 | Unity 3D
Nektarios Ioannides
,
Birmingham, United Kingdom
Experience
Other titles
Skills
I'm offering
I have always been fascinated by things that trigger my imagination, particularly by visions of what our future holds - Technology, Design and Art possibly being the most influential. There are very few career options in today's world that allow one to be engaged concurrently in all three in some way or another.
I am also passionate in understanding why and how things around me work. I enjoy analyzing, dismantling, fixing and making things, physical or virtual and even though not all my attempts might lead to an end what is gained in the pursuit is many times more rewarding; knowledge and experience. I would hence say that I am a technologically curious individual who enjoys solving problems, especially in creative ways. There are probably even fewer career options which allow one to develop and combine a spectrum of skills that spans from the very technical to the highly creative.
Although coding usually involves a certain amount of solitude, I generally enjoy working with others more. I enjoy explaining things - especially how things work - but I equally crave learning from people around me. The fascinating thing about strong teams is their ability to achieve greater results than the sum of their parts. I would, therefore, say that I am a keen team player.
All the above - and some more - is why I am in the Games Industry. It goes without saying that I love games, I enjoy playing them as much as making them and that there is no greater feeling for a professional to see a project they have invested so much in to be reviewed highly, adored by the community and become a commercial success.
My goal is to continue to develop as a person and as a professional. Enriching my knowledge of both the world and my craft, refining my interpersonal, technical and creative skills while remaining someone who people like being around and always feel comfortable going to for help or advice - being programming or otherwise.
I am also passionate in understanding why and how things around me work. I enjoy analyzing, dismantling, fixing and making things, physical or virtual and even though not all my attempts might lead to an end what is gained in the pursuit is many times more rewarding; knowledge and experience. I would hence say that I am a technologically curious individual who enjoys solving problems, especially in creative ways. There are probably even fewer career options which allow one to develop and combine a spectrum of skills that spans from the very technical to the highly creative.
Although coding usually involves a certain amount of solitude, I generally enjoy working with others more. I enjoy explaining things - especially how things work - but I equally crave learning from people around me. The fascinating thing about strong teams is their ability to achieve greater results than the sum of their parts. I would, therefore, say that I am a keen team player.
All the above - and some more - is why I am in the Games Industry. It goes without saying that I love games, I enjoy playing them as much as making them and that there is no greater feeling for a professional to see a project they have invested so much in to be reviewed highly, adored by the community and become a commercial success.
My goal is to continue to develop as a person and as a professional. Enriching my knowledge of both the world and my craft, refining my interpersonal, technical and creative skills while remaining someone who people like being around and always feel comfortable going to for help or advice - being programming or otherwise.
Markets
United States
(Remote
only)
United Kingdom
Germany
(Remote
only)
Lithuania
(Remote
only)
Denmark
(Remote
only)
Norway
(Remote
only)
Sweden
(Remote
only)
Finland
(Remote
only)
Links for more
Once you have created a company account and a job, you can access the profiles links.
Language
English
Fluently
Ready for
Larger project
Ongoing relation / part-time
Full time contractor
Available
My experience
2018 - 2019
job
Senior UI Programmer (EGO)
Codemasters.
GRID (PS4, XBox One, PC)
UI work:
● Familiarised with the studio's EGO engine, CMUI libraries, coding standards and code review
practises in a short period of time.
● Implemented and held sole ownership of all Ul features related to vehicle livery select and customisation.
● Took initiative in improving CMUI code when UI/Game features demanded it, while always ensuring
approval from the appropriate stakeholders.
Other:
● Collaborated closely with Rendering and Engine programmers in writing appropriate code interfaces
between the asset loading, rendering systems and the UI code layer.
● Implemented all player-side livery customisation data structures and save game data logic.
● Actively participated in planning all contract work out with Design and Production.
● Occasionally reviewed other programmers' work.
UI work:
● Familiarised with the studio's EGO engine, CMUI libraries, coding standards and code review
practises in a short period of time.
● Implemented and held sole ownership of all Ul features related to vehicle livery select and customisation.
● Took initiative in improving CMUI code when UI/Game features demanded it, while always ensuring
approval from the appropriate stakeholders.
Other:
● Collaborated closely with Rendering and Engine programmers in writing appropriate code interfaces
between the asset loading, rendering systems and the UI code layer.
● Implemented all player-side livery customisation data structures and save game data logic.
● Actively participated in planning all contract work out with Design and Production.
● Occasionally reviewed other programmers' work.
Design, Writing, UI, Rendering, It, PC, Logic, Production
2017 - 2018
job
Senior Gameplay Programmer (UE4)
Team6 Game Studios BV.
Super Street ® (PS4, XBox One, PC)
Gameplay work:
● Game mode rules: For all competitive mission types and the tutorial (FTUE).
● Design: Collaborated with the Lead Designer on improving the tutorial design objectives and related
UI usability.
● Camera transitions and sequences: FTUE vehicle select and crew member unlocks.
● Game flow: FTUE stages, career restart and relevant story screens.
● Features: Off-track respawn, player-controlled external vehicle camera.
UI work:
● Gained implementation knowledge with Lua and the studio's C++ binding layer with UE4.
● Implemented all mission HUD layouts including the behaviour logic of individual elements.
● Final look and feel for the game's vehicle crash scene.
Other:
● Results logic refactor, bug fixing, material investigation for livery/decal system.
● ~2 months bug fixing on Thrill Rush® (Google Play) on Unity 5.
● ~1 month on Unannounced UE4 project.
Gameplay work:
● Game mode rules: For all competitive mission types and the tutorial (FTUE).
● Design: Collaborated with the Lead Designer on improving the tutorial design objectives and related
UI usability.
● Camera transitions and sequences: FTUE vehicle select and crew member unlocks.
● Game flow: FTUE stages, career restart and relevant story screens.
● Features: Off-track respawn, player-controlled external vehicle camera.
UI work:
● Gained implementation knowledge with Lua and the studio's C++ binding layer with UE4.
● Implemented all mission HUD layouts including the behaviour logic of individual elements.
● Final look and feel for the game's vehicle crash scene.
Other:
● Results logic refactor, bug fixing, material investigation for livery/decal system.
● ~2 months bug fixing on Thrill Rush® (Google Play) on Unity 5.
● ~1 month on Unannounced UE4 project.
Design, UI, C, Usability, Unity, Implementation, Usability & UX, Mode, PC, Lua, Google, Logic
2016 - 2017
job
Senior Gameplay Programmer (UE4)
Rolling Media Ltd.
Laser League ® (PS4, XBox One, PC)
Gameplay work:
● Mechanics and features: Laser Nodes, Laser Gaps, Powerups, Particle Effects
● Techniques: Cartesian geometry, Pythagorean theorem, Euler angles.
● Physics: Collision detection and exclusion logic.
● HUD: Characters, Laser Nodes and Power-ups.
● Input: Gamepad rumble feedback
● Audio: Trigger logic and FMOD parameterisation for music and SFX.
UI work:
● Menus: Implemented Profile stats and Credits menus from scratch in UMG.
● Input: Mouse input and behaviour for menus.
Gameplay work:
● Mechanics and features: Laser Nodes, Laser Gaps, Powerups, Particle Effects
● Techniques: Cartesian geometry, Pythagorean theorem, Euler angles.
● Physics: Collision detection and exclusion logic.
● HUD: Characters, Laser Nodes and Power-ups.
● Input: Gamepad rumble feedback
● Audio: Trigger logic and FMOD parameterisation for music and SFX.
UI work:
● Menus: Implemented Profile stats and Credits menus from scratch in UMG.
● Input: Mouse input and behaviour for menus.
UI, Audio, Music, PC, Logic, Power
2012 - 2016
job
Senior Gameplay / UI Programmer
Activision | FreeStyleGames.
Guitar Hero Live ® (PS4, PS3, XBox One, XBox 360, WiiU, iOS, tvOS)
Lead duties:
● Delegated and balanced workload across the team.
● Liaised with Producers on feature specifications and agile planning.
● Represented the team in Leads meetings and post-briefed members.
● Provided feedback on colleagues' performance.
Senior duties:
● Liaised with external programmers on cross-platform features and code reviewed their work.
● Interviewed potential recruits for the team.
Gameplay/UI Programmer Guitar Hero Live ® (PS4, PS3, XBox One, XBox 360, WiiU, iOS, tvOS)
Systems/Gameplay/UI work:
● HUD: Full ownership of the game's 3D HUD system including feature implementation, system
maintenance during engine upgrades and supporting the system's clients.
● FX: Designed and implemented a 3D Particle FX Manager and its application in the game.
● Local Multiplayer: Worked closely with the Graphics coders to create a 3D 'render slot' system for
the game's on-screen multiplayer feature.
● Asset pipeline: Collaborated with several stakeholders (e.g UI, Tech and Environment Artists) on its
upgrade and catered for the assets' real-time cloud access.
● 3D: Worked closely with Design and Environment Art on prototype and final HUD features.
● 2D: Worked closely with Design and UI Art on iterating Scaleform HUD and Menu features.
Optimisations:
● Achieved substantial memory savings for the cross-platform Video Manager.
● Performed profiling via Scaleform AMP and optimised AS3 code from results.
● Performed graphics profiling using PIX (XBox 360) and Intel GPA (PC) for the 3D HUD; Used the results to optimise C++ code and/or request updated assets from Artists.
● Regularly consulted with Flash UI Artists, ensuring that memory and processing overheads were
kept to a minimum while maintaining the visual target quality.
Gameplay Programmer SiNG Party (Wii U)
● Audio: Applied singing concepts in code; Pitch, Timbre and Vibrato.
● 2D techniques: Utilised quadratic and cubic Hermite splines such as Catmull-Rom and Bezier
curves as well as other 2D rendering techniques.
● Visual fidelity: Gained 100% approval by the Lead UI Artist for a code-driven implementation
matching the desired Art style for the Vocal HUD's 'pitch guides'; this had been a stumbling block for
the team for over 6 weeks before my assignment.
● Balancing: Implemented the game's 'singing trail' in 'Sing' mode while collaborating with various
stakeholders to achieve an extremely fine balance between gameplay behaviour and visual fidelity.
● Systems: Took initiative to design and implement a Score Effects Management system for the Vocal
HUD.
● Optimisations: Reduced 'Sing' mode processing overhead by more than 400%.
● Other: Finalised a challenging feature in 'Practice (Sing)' mode for real-time rewinding and
fast-forwarding of the entire Vocal HUD. This involved significant reengineering of existing code and was delivered in less than 2 weeks.
Lead duties:
● Delegated and balanced workload across the team.
● Liaised with Producers on feature specifications and agile planning.
● Represented the team in Leads meetings and post-briefed members.
● Provided feedback on colleagues' performance.
Senior duties:
● Liaised with external programmers on cross-platform features and code reviewed their work.
● Interviewed potential recruits for the team.
Gameplay/UI Programmer Guitar Hero Live ® (PS4, PS3, XBox One, XBox 360, WiiU, iOS, tvOS)
Systems/Gameplay/UI work:
● HUD: Full ownership of the game's 3D HUD system including feature implementation, system
maintenance during engine upgrades and supporting the system's clients.
● FX: Designed and implemented a 3D Particle FX Manager and its application in the game.
● Local Multiplayer: Worked closely with the Graphics coders to create a 3D 'render slot' system for
the game's on-screen multiplayer feature.
● Asset pipeline: Collaborated with several stakeholders (e.g UI, Tech and Environment Artists) on its
upgrade and catered for the assets' real-time cloud access.
● 3D: Worked closely with Design and Environment Art on prototype and final HUD features.
● 2D: Worked closely with Design and UI Art on iterating Scaleform HUD and Menu features.
Optimisations:
● Achieved substantial memory savings for the cross-platform Video Manager.
● Performed profiling via Scaleform AMP and optimised AS3 code from results.
● Performed graphics profiling using PIX (XBox 360) and Intel GPA (PC) for the 3D HUD; Used the results to optimise C++ code and/or request updated assets from Artists.
● Regularly consulted with Flash UI Artists, ensuring that memory and processing overheads were
kept to a minimum while maintaining the visual target quality.
Gameplay Programmer SiNG Party (Wii U)
● Audio: Applied singing concepts in code; Pitch, Timbre and Vibrato.
● 2D techniques: Utilised quadratic and cubic Hermite splines such as Catmull-Rom and Bezier
curves as well as other 2D rendering techniques.
● Visual fidelity: Gained 100% approval by the Lead UI Artist for a code-driven implementation
matching the desired Art style for the Vocal HUD's 'pitch guides'; this had been a stumbling block for
the team for over 6 weeks before my assignment.
● Balancing: Implemented the game's 'singing trail' in 'Sing' mode while collaborating with various
stakeholders to achieve an extremely fine balance between gameplay behaviour and visual fidelity.
● Systems: Took initiative to design and implement a Score Effects Management system for the Vocal
HUD.
● Optimisations: Reduced 'Sing' mode processing overhead by more than 400%.
● Other: Finalised a challenging feature in 'Practice (Sing)' mode for real-time rewinding and
fast-forwarding of the entire Vocal HUD. This involved significant reengineering of existing code and was delivered in less than 2 weeks.
Audio, Multiplayer, Processing, Manager, 2D, Planning, PC, Feature, Mode, Flash, Implementation, Design, Less, 3D, Rendering, Management, C, Cloud, Agile, UI, IOS, Video
2008 - 2012
job
Programmer
Sony Computer Entertainment Europe | BigBig Studios.
Little Deviants(TM) (PS Vita)
● UI: 3D menus implementation and ownership including user prompts and 2D animations.
● Gameplay features: In-game 2D/3D audio triggering and setup.
● Gameplay systems: Assisted the Lead Gameplay programmer with designing and implementing
User Profiling, Statistics and Game State systems.
● Asset pipeline: Wrote Maya scripts for the 3D Art Team in Python and Maya 's Embedded
Language (MEL).
● Design: Assisted the Design team with new ideas for mini-games, game mechanics, innovative
game input controls (tactile, sound etc.) and more.
Junior Programmer Motorstorm: Arctic Edge (PSP, PS2)
● UI: Implemented most menus in the game (Front End and In-Game) accommodating for text
localisation and fitment.
● Design: Brainstorming and concept generation for future projects. Also submitted personal game
concepts to the Product Owner and Game Design teams.
● UI: 3D menus implementation and ownership including user prompts and 2D animations.
● Gameplay features: In-game 2D/3D audio triggering and setup.
● Gameplay systems: Assisted the Lead Gameplay programmer with designing and implementing
User Profiling, Statistics and Game State systems.
● Asset pipeline: Wrote Maya scripts for the 3D Art Team in Python and Maya 's Embedded
Language (MEL).
● Design: Assisted the Design team with new ideas for mini-games, game mechanics, innovative
game input controls (tactile, sound etc.) and more.
Junior Programmer Motorstorm: Arctic Edge (PSP, PS2)
● UI: Implemented most menus in the game (Front End and In-Game) accommodating for text
localisation and fitment.
● Design: Brainstorming and concept generation for future projects. Also submitted personal game
concepts to the Product Owner and Game Design teams.
Design, Python, UI, Product owner, Game Design, Embedded, 3D, Statistics, Audio, Implementation, Brainstorming, 2D
My education
2006
-
2007
The University of Birmingham
MSc, Advanced Computer Science (Merit)
MSc, Advanced Computer Science (Merit)
2004
-
2006
The University of Birmingham
BSc, Computer Science (Distinction)
BSc, Computer Science (Distinction)
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