"My main focus and interest, was always in projects with both a strong atmospheric character, and visceral feel embedded in their holistic design"
Game Designer || Developer : ThroughLine Games || Publisher: Square Enix || Release : 2018
Sole Developer || Developer: George Avdoulos || Publisher: Self || Release : 2019
Game Director || Developer : ThroughLine Games || Publisher: Unannounced || Release : Unannounced
Level Designer / 3D Artist || Developer: Portaplay || Publisher: BlackDog || Release : 2016
In the not so distant future, a desperate Sky Thief is contemplating the vastness of the Mega-City as it stands still beneath him despite the millions struggling to survive in its endlessly busy streets.. A carrion of a mechanical god who refuses to give in to the dusts of time
The Throne of Wishes
Some say the Morning Star, was the first light to cast the dark shadows of our world.. for his wish to shine on the Creator's eyes surpassed all...
While many others, speak of another place of pure darkness, when our innocent love, as bright and as just of a thing that it is, is not reflected in the eyes we gaze at the most..
And whose love is more justified and more bright...
than the Light-bringing Star?
Print & Layout
Magazine Layout Design & Aesthetics
Illustration & Promotion
Various Illustrations, Covers and Promotional Art
Gameplay System Architecture
Fluent in English and Greek
Software and Tools
Google Sheets / Excel
Git - SourceTree
Hailing from the sun-crushed plains of rural Greece’s Sparta of the 80s, my lifetime passion for immersive games led me to the chilly Nordic lands, where over the better part of the last decade, I enjoyed engaging in inventive and practical problem solving as a designer, be it of gameplay, level, narrative, or system design, and over time, have developed my skills and instincts to a point of solid confidence within my field.
Ever since I can remember, my main focus and interest has been in games with a strong atmospheric character and visceral game-feel, embedded in their holistic design. And unafraid of how much of a platitude it reads, ever since i learned how to make things happen by moving a gamepad stick instead of flipping a comic book page, I aimed to professionally craft the type of experiences that have made such a lasting impression on me, and helped shape me into the person I am today.