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Orion Peace Roussopoulos

I work with game designers to make their design ideas reality. I have over 8 years experience working with code and have experience in C, C++ C#, Python, Unity, Unreal, Git and various other programs, I’ve also put a lot of time and effort into understanding and developing game design principles. This enables me to more easily take the ideas expressed to me by designers and build robust systems and tools that are easy to understand and use. I’m constantly learning and expanding my skill set in order to make myself even better at what I do. I also play and run games of dungeons and dragons to further develop my design skills and better myself at interpersonal communication.

Portfolio Video

Projects

These are either my best work, or the projects that show off specific skills or knowledge.

For most of 2026 I worked for Brainswitch Labs, a VR mental wellness company on their flagship app FloatVR. The only developers on the project were myself and the CTO so I got a lot of experience and touched almost every part of the project at some point. I did a lot, but there's two things I'm particularly proud of.

My most notable achievement with FloatVR was making a multiplayer system for them called FloatTogether. Using Unity Relay as a base for the communication I was able to create a lightweight host based networking system. I did this through a command structure to parse messages into a function and parameters similar to how a CLI would, then further compressed large data points like quaternions and positional vectors by running them through a system that quantized and binary packed them. The result was that the system is easily able to support ~35 users at a time with a reasonable amount of network usage.

Outside of the strictly networking portions I did a lot of extra changes to make FloatTogether work. Including writing a custom randomizer to ensure parity across randomly generated worlds given a set seed, changes to how they do UI to allow for menus during a running experience (previously had to pause) and a large scale, fast set of custom classes for all the network data.

Along with FloatTogether I also worked on a customization system called the Journey Composer which allows users to make a custom playlist of areas they want to go to in a 'Journey'. This largely tied into the preexisting level loading systems however it did rely on quite a lot of custom made complex UI.

FloatVR

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Falling Skies 3.0

Falling Skies is a game I worked on for 3 months a for the UBC ALIVE Research Lab as part of a 7 person team from The Centre for Digital Media. It is a 3D collectathon for Ipad made to study children's ability to engage in scientific thinking when playing a game.

 

ALIVE had worked with CDM in the past to develop and it was our job to improve on that existing project while developing web based tools to make it easier for researchers to look over the data from the game.

This project was large scale and ambitious for the time and resources we had and forced our already small team to essentially split into two mini teams. Meaning I had the brunt of the work for the game development, game design, and communicating with the client about the game.

The clients had two major concerns going into the project. Players weren't changing their minds when presented with evidence, and they were getting stuck. For the first problem we implemented a UI based minigame resembling a jigsaw puzzle so that players could actually interact with and connect the evidence they were getting. For the second problem we implemented a hint system for the players to show them how they could progress with middling success when we playtested it. However, this helped us realize that the root of the problem was due to the confusing map layout and after we shifted our focus to redoing the map we found player testers were much more successful at finding items.

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DDF: Digital Defender

DDF: Digital Defender is a game I created a prototype for over 3 months for Tech Safe Kids as part of a 7 person team from The Centre for Digital Media. It is a turn based card game designed to be the main draw and review tool for a larger website with the goal of teaching 10 - 14 year old's about online safety.

Being the most experienced person on the team when it came to game development I took on the roles of lead programmer,

co-project manager mainly managing our pipeline and setting goals for the team on what needed to be done, and designer where I helped with ideation and designing systems.

This was my first true experience with managing a team with about one third of my time on the project being delegating work to the other programmers, working with them to design sections of the codebase and working with the design and art leads to figure out what was needed for the game on their end.

With the two other programmers on the team being very systems based I found myself doing primarily UI programming throughout the project. Mainly working with how playing cards, moving around the battlefield and the enemy playing cards looked and felt which involved a lot of shifting things around to properly communicate everything to players.

I also worked on various systems such as the movement and by extension grid system the game has, the card playing logic as well as doing quite a lot of work to make the enemy AI smarter

Legacy Miners

Legacy Miners is a game I made in Unity with a team of fellow student designers and programmers over the course of a full year.

It is a procedurally generated rogue-like. Inspired by games like Rogue Legacy and Terraria.

Due to having one programmer for every four designers, I ended up having a hand in almost every system of the game, however there are a few highlights.

There was an issue with how Unity's rigid bodies handle multiple hitboxes next to one another, so I had to write the full movement system nearly from scratch.

Obviously with a game like this you need a procedurally generated map. Starting from a basic system a team mate had made in pre-production, I made a system to distribute individual ore blocks, large blobs of ore, and designer made level elements into the level. 

An inventory and crafting system was required. Using Unity's scriptable objects and custom editors I was able to make a system for making new items and crafting recipes that was quick and easy to use for designers.

With the lack of programmers a lot of systems were initially prototyped by designers and later refined by me.

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AI Hide and Seek

An AI Simulation of hide and seek. 

The hider evaluates various hiding spots it could take, taking account of things like distance before making a decision. It then actively updates where it is hiding as the seeker moves around. When spotted by the seeker it runs away in a straight line.


The seeker randomly roams the arena looking for the hider using a vision system. Once it finds the hider it attempts to chase them down. Should the hider escape the seekers vision the seeker will then travel to the last known location of the hider in order to try and find them again.

Both hider and seeker use an object avoidance system in order to attempt to avoid running into the hiding spots, though it could do with being a bit more aggressive at times

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PocketDex

I am a massive fan of the Pokemon games, but often get frustrated with the informational clutter many third party wikis use. So back in 2021 when I was asked to make a C# application with the purpose of being a tool, I knew I needed to make a more streamlined source of information.

PocketDex is an application for finding information about pokemon. After pulling data from PokeAPI the program saves all information as JSON files within organized folders that it will try to find in the future in order to use instead of using PokeAPI.

The main page of the application holds all pokemon in alphabetical order. You can sort through said pokemon either by name, through a search bar, or by type using two drop down menus.

Once you actually look at a pokemon, various other information is called from the API/Files in order to show things like the various moves of the pokemon, type matchups, and the locations which the pokemon can be found in.

Education

2024-2025

Masters of Digital Media
The Centre for Digital Media

While at The CDM I have been able to work heavily with clients as well as people from other disciplines in order to refine my skills in both collaboration on a team and working with specific and shifting requirements set by clients

2019-2023

Bachelors of Science & Game Programming
Lasalle College, Vancouver

While at Lasalle I was able to refine my C++ abilities, and learn Unity C# along the way. I worked in teams to make games, as well as made personal projects ranging from console based SQL projects to online multiplayer games

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