top of page

George Mavroeidis

Computer Science
 

Laval, QC, Canada

 

E-mail: gdmavroeidis@hotmail.com

Phone: (514) 978 - 6561

  • LinkedIn Social Icon
DSC_1574.png
About
Programming
Programming

Hi! I am George Mavroeidis and I'm currently an Undergraduate Computer Science student at Concordia University. I'm passionate about technology and art. I'm motivated, organized, disciplined, dedicated worker, capable to perform well under pressure and provide prompt and friendly customer service to clients. My biography of all my projects and experiences are listed bellow, so feel free to look through them. In the portfolio page, you will find more details and links to my top project picks!

Work Experience
Gameplay Programmer - Fireside Entertainment

May 2021 - August 2021

  • Collaborated with a team of game developers on producing the studio's main project in development

  • Successfully competed and unified features for the alpha version of the project

  • Involved in all aspects of the game development lifecycle, from use case and requirements development, prototyping, design, coding

  • Used tools C#, Unity, Rider, Mirror, PlayFlow Cloud and Dungeon Architect for development and Plastic SCM for version control

 
Embedded Software Developer - Presagis (CAE Inc.)

May 2021 - August 2021

  • Embedded Graphics business unit of Presagis'(CAE company) flight simulation avionics domain

  • Actively participated in software requirements, design and code to ensure quality and adherence to company standards

  • Examined three major test harnesses and their automation tools for unit testing and code generation

  • Automated manual set-up procedures; reduced installation period by hours

  • Main Development in C++, Perl, DOS and PowerShell, TortoiseSVN for version control

Unity Gameplay Programmer - Ludia Inc.

January 2021 - April 2021

  • Collaborated with a team of 50 developers to ensure the project's core functionality is complete

  • Responsible for developing, planning and tasking a primary feature (player profile)

  • Designed and programmed game systems in C# (client) and Java (server)

  • Participated in the project's architecture

  • Provided user-friendly tools for the team as well as documenting how to use them

  • Ensured product requirements and important design aspects were implemented

  • Main Development in C# and Java, Sourcetree for version control

Grocery Clerk - Supermarché PA (Laval)

August 2017 - June 2018

 

  • Aided in preparing the new store for construction

  • Successfully opened the brand-new store and was actively working during the opening days

  • Provided prompt and friendly customer service to clients and organized assigned sections of the store

  • Operated heavy machinery for lifting cargo in special occasions

  • Core Competencies: working under pressure, initiative, rapid versatility, decision-making, teamwork, multiculturalism appreciation, organization, management communication, business awareness, independence

Education
Concordia University - Computer Science (Games)

​2018 - 2021 (expected)

 

  • Relevant Courses:

    • Animation for Computer Games

    • Introduction to Game Development

    • Data Structures & Algorithms

    • Advanced Programming Design with C++

    • Computer Graphics

    • Numerical Methods for Engineers with Python

    • Databases

    • Operating Systems

  • Participating Events:

    • ConU​Hacks V

    • Montreal Global Game Jam 2020 (representing Concordia's GameDev club)

    • "Concordia Makes Games" Game Jam 2020

    • Montreal Global Game Jam 2021 (organizer and participant for Concordia)

 

Vanier College - Pure Sciences DEC

2015 - 2017              R-Score: 28

 

  • Award: 2nd place in Robotics Team Competition in 2016

  • Certificate of Distinction: Vanier Robotics Team 2016 and 2017

Projects
(All major/intermediate game projects I've ever released since 2018)
Snowfolie (Ubisoft Gamelab 2022 C# Team Project)
January 2022 - May 2022
  • Goal: to participate, win and successfully release a multiplayer game project with a team of 8(4 programmers, 4 artists) within the span of 10 weeks

  • Responsible for: team coordination, roadmap, tech stack, issue tracking, documentation, release flow, programming gameplay features (mostly player inputs), core architecture and feature unification

  • Subjects Studied:

    • Leadership

    • Team Management

    • Agile Development

    • Sprint Planning

    • Goal-Oriented Action Programming

    • New Input Systems

    • Multiplayer (Photon PUN 2 in Unity)

    • Synchronization Principles

    • Level Design

    • AI Agents

    • Kinematics

    • Animation Controllers

    • Cinematic Camera Bodies (Cinemachine)

    • Pipelining

Pizza Carman (Global Game Jam 2022 C# Team Project)
January 2022
  • Goal: to participate and experiment in the Global Game Jam 2022 event and ship a simple game within 7 days (warm-up for Ubisoft's Gamelab competition)

  • Responsible for: input actions, player movement, car physics

  • Subjects Studied:

    • Leadership

    • Team Management

    • GitKraken

    • New Input Systems

    • Level Design

    • AI Agents

    • Vehicle physics

Costume Curse (Personal and Academic C# Team Project)
September 2020 - August 2021
  • Goal: to develop and publish a 3D RPG action command video game with complex mechanics and creative storytelling by applying concept from Ubisoft's Rational Game Design course

  • Responsible for: tooling development, character controls and movement, mesh skinning, character rigging, animation, shaders, VFX, modelling, texturing

  • Subjects Studied:

    • GitKraken

    • Polymorphism

    • Class composition

    • Editor tooling

    • Graph Editor

    • Node Editor

    • Shaders

    • Inverse Kinematics

    • Animation State Controllers

    • File and Scene Management

Box Physics Engine (Academic OpenGL C++ Team Project)
September 2020 - Present
  • Goal: to research and study simple rigid body physics and apply principles in a simulation

  • Implemented features such as: laws of motion, forces and torques, OBB collision detection, Impulses for collision resolution, momentum, resting contact, object bouncing, ray cast shooting

  • Subjects Studied:

    • OpenGL

    • Newtonian Physics

    • Phong Lighting

    • Collision detection

    • Collision handling

    • Affine Transformations

    • Camera Projection

    • Raycasting

    • Texture mapping

    • Shader Programming

    • Mesh loading and importing

    • VAO creation

    • To be migrated with Direct3D

Highway Pursuit (Personal C# Mobile Game)

February 2019 - Present

  • Goal: to develop and ship a second 2D mobile video game with more complex and unique features

  • Implemented features such as: car steering, NPC police chasing, NPC helicopter, turret behavior, crashing behavior

  • Subjects Studied:

    • GitKraken

    • Blender Modeling

    • Unity Interface

    • Construct 2

    • Dynamic Lists

    • List sorting & searching

    • Particle Systems

    • Projectiles

    • Multilayered Raycasting

    • Gameplay Design

    • Realistic asset creation

    • Environment Design

Skywars: Tower Defense (Personal C# Research Project)

March 2020 - September 2020

 

  • Goal: to research and develop tower defense principles and new mechanics

  • Implemented features such as: modular environment procedural generator, turret behavior with predictive aim, randomized waves

  • Subjects studied:

    • GitKraken

    • Modeling

    • Unity Interface

    • Turret Behavior

    • Procedural Level Creation

    • Sorting Algorithms

    • Particle Systems

    • Projectiles

    • Triggers and Colliders

    • Mouse Raycasting

    • UI Principles

    • Level Design

    • Waypoint Systems

 
Woodland Wonderer (Academic OpenGL C++ Team Project)

January 2020 - April 2020

 

  • Goal:  to create a graphics program using OpenGL for walking through a procedurally created world

  • Responsible for: object physics, collision detection, asset creation and importing, shaders

  • Subjects Studied:

    • GitKraken

    • OpenGL

    • Terrain Generation

    • Shaders (vertex/fragment)

    • Phong Lighting

    • Collision Detection

    • Triggers

    • Texture Mapping

    • Affine Transformations

    • Hierarchical Modeling

    • Player Movement

    • Forward Kinematics

    • B-Splines

Space Boat Frenzy (Global Game Jam 2020 C# Team Project)

January 2020

 

  • Goal:  to participate in the Global Game Jam 2020 event and ship a multiplayer game in 40 hours

  • Responsible for: UI design, health mechanics, repairing systems, researching and testing new potential features that did not make it into production

  • Subjects Studied:

    • GitHub

    • Git Extensions

    • UI

    • C#

    • Linear Transformations

    • Timers and Co-routines

    • Input Manager

    • Player Movement

    • Sprite Renderer

    • Level Design

Eight Minute Empire (Academic C++ Team Project)

September 2019 - December 2019

 

  • Goal: to simulate a simple auction house and understand essential concepts of game development with C++

  • Implemented features such as: equipment with stats, inventory systems, player interactions with auctions, saving and loading

  • Subjects Studied:

    • Git

    • Strategy and Factory Pattern

    • Singletons

    • Libraries (Standard/Boost)

    • Pointers

    • Graphs, Adjacency Lists

    • Pointers

    • Memory Management

    • Streams

Medieval Auction House (Personal C++ Project)

December 2019 - May 2022

 

  • Goal: to simulate a simple auction house and understand essential concepts of game development with C++

  • Implemented features such as: equipment with stats, inventory systems, player interactions with auctions, saving and loading

  • Subjects Studied:

    • Git

    • Singletons

    • STL Containers

    • Sorting

    • Searching

    • File I/O

    • Inheritance

    • Polymorphism

    • Pointers

    • Dynamic Casting

    • File Systems

    • String Manipulation

Pong Arena by GeoGraphics (Personal C# Project)

​January 2019

 

  • Goal: to develop and ship a pong video game with power-ups and multiplayer capabilities using the Construct 2 Engine

  • Implemented features such as: dynamic behavior for balls and bars, multiplayer, versus AI, practice mode, change of skins

  • Subjects Studied:

    • UI

    • Touch Functionality

    • Mobile Compatibility

    • Behaviors

    • Ball physics

    • Collision handling

    • Level Design

Floppy Bird (Personal C# Team Project) - First ever Unity Project

September 2018

 

  • Goal: to complete a video game with a partner, using Unity3D

  • Responsible for programming, game design and game asset creation, environment

  • Subjects Studied:

    • Git

    • UI

    • Touch functionality

    • Physics

    • Sound design

    • Sprite design

  • C++

  • C#

  • Python 

  • Java

  • MySQL

  • HTML

  • CSS

  • MATLAB

  • Prolog

  • Lisp

  • Ruby

  • C

Libraries/Frameworks
  • NumPy

  • STL

  • OpenGL

  • Boost

  • .NET

  • Direct3D

  • Swing

  • Eigen3D

  • Photon (PUN 2)

  • Mirror

  • scikit-learn

  • Tkinter

Operating Systems
  • Windows 10 (Main)

  • Windows 7

  • Windows Vista

  • Windows XP (First used)

  • Android

  • Fire OS

Applications & Engines
  • Unity

  • Blender3D

  • Jetbrains Rider

  • Resharper

  • Construct 2/3

  • IntelliJ IDEA

  • Visual Studio 2017/19/22

  • Visual Studio Code

  • Eclipse

  • IDLE

  • Godot

  • Qt

  • Qt Creator

  • NetBeans

  • JIRA

  • BitBucket

  • Git Bash

  • GitHub

  • GitKraken

  • MySQL Workbench

  • Word

  • Excel

  • PowerPoint

  • Google Docs

  • Notion

  • Confluence

  • MIRO

  • Trello

  • Valve Source Filmmaker

  • Audacity

  • Bfxr

  • Audacity

Others
  • Adobe Photoshop

  • Zbrush 4R8

  • Sony Vegas Pro

  • Substance Painter

  • Autodesk Maya

  • Adobe Premier Pro

Languages
  • Greek

  • English

  • French

Licences
  • Valid Driving Permit

  • CPR

Extra-Curricular Education
Game Creator's Odyssey (by Ubisoft)
2020-2022
  • Enrolled in Concordia's Introduction to Game Development course in conjunction with Ubisoft's Game Creators' Odyssey

  • Completed the first act regarding Rational Game Design

  • Obtained 16,000XP and 100% on the final examination, as well as, the final activity

  • Concepts studied:

    • Production stages

    • Experience and Gameplay

    • Player-Centric design

    • Inputs and Atomic Parameters

    • Level Design Patterns

    • Top-Down and Bottom-Up approaches

    • Types of player skills (physical, mental, social)

    • Signs and Feedback

    • Feature Sign-Offs

    • Master Feature Lists

    • Rational Level Design Charts

    • Dynamic Systems

    • Learning by Playing

    • Motivation Strategy

    • Variety Matrix

Pluralsight - Premium Member (Online)

​2019

 

  • Enrolled for further exploring concepts taught in class, mostly for programming languages

  • Focused mainly on learning C++, Data Structures, Theoretical Computer Science and occasionally for game development and career tips

  • ​Received Proficient level badge in Java
  • Relevant Courses:
    • C++ fundamentals and Practical C++17 features​
    • C++ Standard Library: Sequential Containers
    • From Collections to Streams in Java 8 Using Lambda Expressions
    • Visual Studio 2019 Getting Started
  • Concepts studied:

    • Design Patterns​

    • Hash Tables

    • Lambda Expressions

    • Containers

    • Collections

    • Memory Management

    • Sorting

    • Searching

    • Unit Testing

    • Git

    • Visual Studio 2019

CG Cookie - Citizen Premium Member (Online)

2018 - 2020

 

  • Enrolled in a variety of courses related to computer graphics, 2D/3D art and animation, software and game development

  • Completed 21 courses, 33 quizzes, and 17 course assignments

  • Participated in live sessions and workshops for additional information by the instructors

  • Learned game and software development, improved further my 3D assets creation skills for games and film

  • Relevant Courses: 

    • Game C# Programming Bootcamp in Unity

    • Introduction to Python Scripting in Blender

    • Scripting with Python Handler Functions in Blender

    • Scripting a custom RIG UI Add-on in Blender

    • Game Asset Creation and Engine Integration

    • Shader School

  • Concepts Studied:

    • UI mechanics​

    • Game Physics

    • Modeling for Games

    • Materials

    • Lighting

    • Tooling

    • Scripting

    • Rendering Optimization

    • Mechanic Animation

    • Shader Development

    • Texturing

    • Particle System

Syn Studio - Art Student (Montreal)

2017

  • Registered as a full-time portfolio prep student with five digital and traditional art courses during my break year

  • Displayed an enriched portfolio of concept art and illustration for the entertainment industry

  • Attended biweekly workshops for networking and practicing technical skills

  • Exhibited my work at the end-of-semester cocktail party of the school and connected with industry professionals

  • Courses taken:

    • Digital Painting A

    • Drawing the Human Form A

    • Analytical Sketching B

    • Dynamic Drawing

    • Drawing from Life

Dawson College - Game Design Student (Montreal)

2015

  • Attended the Game Design Summer Boot Camp 2015 for having my first introduction to game development

  • Taught by industry professionals the principles of game design and game programming

  • Visited iLLOGIKA for networking with executive producers and learning about the game production pipeline

Volunteering
President - Concordia Game Development Club
2021 - 2022
  • Tasked with coordinating internal and external affairs with other staff members
  • Responsible for coordinating events, workshops and contacting partners and sponsors
  • Collaborated with video game companies and other university clubs for partnerships
  • Lead and coordinated annual game jams like Concordia Makes Games 2021 and CoCo Jam 2021
 
Editor & Content Creator - Concordia Game Development Club
2020
  • Researched and reported topics on tech and game development news

  • Distributed personal artwork and graphics for gallery display

  • Currently writing over two to three articles per magazine

 
Volunteer Assistant and Representative - Unity Developer Day (Montreal) 2019

 

  • Held a volunteer position as a way-finder, apparel distributor and informant

  • Worked in a team of 10 to ensure the event is on schedule and organized

  • Attended over 10 presentations and demos on Unity's new updates, pipeline workflows and tools for multiple industries

Interests

Computational Arts: 3D modeling/sculpting, 3D rendering, programming, video editing, game development

Others: aviation, drawing, gaming, architecture, interior design, military technology

Music: Attended piano lessons for 5 years

Sports: Reached black belt in Tae-Kwon-Do, participated in competitive track and field and free diving, working out, mountain biking, hiking

bottom of page