I'm a game developer who loves the intersection of visual quality and performance. For the past four years, I've been building VR and mobile games professionally - shipping real products with real constraints. But I'm driven by a deeper question: how do we push real-time rendering further? That curiosity led me to build a Vulkan renderer from scratch, implement Radiance Cascades for global illumination, and design GPU-driven pipelines that rethink how we handle visibility and draw submission. My approach is simple: understand the problem deeply, architect a clean solution, and optimize relentlessly. Whether I'm profiling frame times in RenderDoc, debugging compute shader race conditions, or designing spatial data structures for culling, I'm focused on systems that actually work under production pressure. I bring together production experience (Unity, VR, cross-platform development) with a strong foundation in low-level graphics (Vulkan, compute shaders, GPU architectures). I care about building things that are both technically impressive and practically useful.

Alexandros Koutrakis

I'm a game developer who loves the intersection of visual quality and performance. For the past four years, I've been building VR and mobile games professionally - shipping real products with real constraints. But I'm driven by a deeper question: how do we push real-time rendering further? That curiosity led me to build a Vulkan renderer from scratch, implement Radiance Cascades for global illumination, and design GPU-driven pipelines that rethink how we handle visibility and draw submission. My approach is simple: understand the problem deeply, architect a clean solution, and optimize relentlessly. Whether I'm profiling frame times in RenderDoc, debugging compute shader race conditions, or designing spatial data structures for culling, I'm focused on systems that actually work under production pressure. I bring together production experience (Unity, VR, cross-platform development) with a strong foundation in low-level graphics (Vulkan, compute shaders, GPU architectures). I care about building things that are both technically impressive and practically useful.

Available to hire

I’m a game developer who loves the intersection of visual quality and performance.

For the past four years, I’ve been building VR and mobile games professionally - shipping real products with real constraints. But I’m driven by a deeper question: how do we push real-time rendering further? That curiosity led me to build a Vulkan renderer from scratch, implement Radiance Cascades for global illumination, and design GPU-driven pipelines that rethink how we handle visibility and draw submission.

My approach is simple: understand the problem deeply, architect a clean solution, and optimize relentlessly. Whether I’m profiling frame times in RenderDoc, debugging compute shader race conditions, or designing spatial data structures for culling, I’m focused on systems that actually work under production pressure.

I bring together production experience (Unity, VR, cross-platform development) with a strong foundation in low-level graphics (Vulkan, compute shaders, GPU architectures). I care about building things that are both technically impressive and practically useful.

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Experience Level

Expert
Expert
Expert
Expert
Expert
Intermediate
Intermediate
Intermediate

Language

Greek, Modern
Fluent
English
Fluent

Work Experience

Game Developer at Mega Technology
January 1, 2020 - January 1, 2022
Developed real-time VR educational apps using Unity; built mobile and AR games; contributed to rendering techniques and GPU pipelines; focused on performance and scalable, maintainable code in collaboration with multidisciplinary teams.
Game Developer at Mega Technology
January 1, 2022 - Present
Continued as Game Developer focusing on real-time interaction, VR experiences, and production-ready workflows using Unity; enhanced optimization, shaders, and tooling.
Game Developer
January 1, 2020 - January 1, 2022
Early career experience building real-time applications and VR games, with a focus on rendering performance and Unity-based workflows.

Education

Bachelor's degree at Education Institute of Central Greece
January 11, 2030 - January 13, 2026
Bachelor in Computer Engineering Technology Education at Institute of Central Greece
January 11, 2030 - January 14, 2026

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Software & Internet, Media & Entertainment, Education, Professional Services