I'm Charis Marangos, a senior software engineer and technical artist specializing in Unity development, graphics, tooling, and interactive experiences. I focus heavily on building editor tools and extensions that improve team workflows: automating pipelines, validating configuration, and reducing friction for designers and developers. With a strong background in 3D graphics pipelines, I communicate efficiently with artists and help bridge the gap between technical and creative disciplines, enabling smoother collaboration and faster iteration. I also work as a technical artist, creating procedural animations, visual effects, and graphics through code, often balancing visual quality with performance constraints. I work across engineering, art, and design, focusing on tools and graphics systems built for long-term use.

Charis Marangos

PRO

I'm Charis Marangos, a senior software engineer and technical artist specializing in Unity development, graphics, tooling, and interactive experiences. I focus heavily on building editor tools and extensions that improve team workflows: automating pipelines, validating configuration, and reducing friction for designers and developers. With a strong background in 3D graphics pipelines, I communicate efficiently with artists and help bridge the gap between technical and creative disciplines, enabling smoother collaboration and faster iteration. I also work as a technical artist, creating procedural animations, visual effects, and graphics through code, often balancing visual quality with performance constraints. I work across engineering, art, and design, focusing on tools and graphics systems built for long-term use.

Available to hire

I’m Charis Marangos, a senior software engineer and technical artist specializing in Unity development, graphics, tooling, and interactive experiences.

I focus heavily on building editor tools and extensions that improve team workflows: automating pipelines, validating configuration, and reducing friction for designers and developers.

With a strong background in 3D graphics pipelines, I communicate efficiently with artists and help bridge the gap between technical and creative disciplines, enabling smoother collaboration and faster iteration.

I also work as a technical artist, creating procedural animations, visual effects, and graphics through code, often balancing visual quality with performance constraints.

I work across engineering, art, and design, focusing on tools and graphics systems built for long-term use.

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Experience Level

Expert
Expert
Expert
Expert
Intermediate
Intermediate
Beginner

Language

English
Fluent
Greek, Modern
Fluent

Work Experience

Senior Unity Developer and Technical Artist at SUPONO HOLDINGS LTD
January 1, 2024 - Present
Senior Unity Developer and Technical Artist responsible for game development, technical artistry, and cross‑platform delivery (Android and iOS). Led remote config administration and contributed to LiveOps tooling in a five‑person team using Git. Implemented MVVM architecture with SOLID principles, multiplayer synchronization, and pipelines for custom effects such as 3D Fog of War. Delivered high‑efficiency mobile shaders under URP, managed Addressables, and designed complex UI layouts. Built LiveOps infrastructure including a configuration and experimentation pipeline, automated config validation and A/B testing via Python tooling, and produced a UPM package used across multiple production titles. Contributed to two unannounced titles (a strategy/resource management game and a runner) by shaping tooling and editor workflows.
Graphics Programmer and Game Designer at CYENS – Centre of Excellence
January 1, 2020 - January 1, 2024
Graphics programmer and game designer focused on Educational Games (AirTone, Something Ancient is Cooking, Metal Places) with 2D/3D graphics, custom shaders, and efficient Unity code targeting Desktop, Web, and Android. Led photogrammetry work for the Inicosia Smart Twin City Project and data streaming through Cesium. Collaborated with clients to deliver bespoke solutions and mentored teams in game design challenges.
Senior Software Engineer at LAM RESEARCH
January 1, 2016 - January 1, 2020
Led programming for multi‑parallel distributed linear regression tools, enabling interoperability among internal products. Deployed and administered Azure clusters and provided tooling to accelerate physics/ data analysis workflows. Contributed to system administration on CentOS and collaborated with customers to ensure interoperability and scalability of research software.
Software Engineer at MCOR TECHNOLOGIES
January 1, 2014 - January 1, 2016
Software development contributions in a fast‑paced engineering environment, delivering components and integrations as part of broader product initiatives.
Intern at SUREWASH
May 1, 2014 - July 1, 2014
Participated in development of educational tools and interactive experiences; contributed to 3D resource management, interactive controls, and GPU‑accelerated algorithms improving 3D color printing accuracy and efficiency.
Junior Programmer at STREMBLE VENTURES
January 1, 2012 - January 1, 2013
Junior programmer contributing to Unity/3D game development and tooling in an early startup environment.
Researcher at UNIVERSITY OF CYPRUS
January 1, 2010 - January 1, 2012
Research role focusing on interactive and educational technology; contributed to interactive storytelling and serious game concepts for medical and educational applications.

Education

Master of Science (MSc) in Interactive Entertainment Technology at Trinity College Dublin
January 1, 2013 - January 1, 2014
BSc in Computer Science at University of Cyprus
January 1, 2008 - January 1, 2012

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Media & Entertainment, Education, Healthcare, Computers & Electronics
    paper Troll the Gnomes

    A stage-based, systemic, deductive puzzle game with handcrafted puzzles.

    Control the trolls to defeat the evil gnomes.

    This project is still a work in progress, but the core mechanics and most of the polishing are complete.

    Technical highlights

    Tight, sequence-based controls

    • Custom motion system for chaining animations and gameplay events with zero garbage allocation
    • Data-driven game logic, decoupled from Unity’s physics and colliders (e.g. validate level structure, not runtime collisions)
    • Fluid animation chaining: fully tile-based logic that feels continuous and non-grid-bound
    • Undo with rewind mechanics, integrated into core gameplay rather than bolted on

    Built-in level editor (player-facing & production-used)

    • The same editor used to build the shipped levels is available to players.
    • Custom compact binary format for levels
    • Custom windowing system built in uGUI
    • Full quality-of-life feature set: undo/redo, clipboard operations, selection tools

    Pixel art & rendering

    • Pixel art created in Aseprite
    • Python and Lua scripts for mass export and global palette replacement
    • Advanced pixel alignment techniques, like pixel perfectness even at odd resolutions and intentional “cheating” during motion to preserve visual crispness
    paper Auto-Reference Toolkit

    Auto-Reference Toolkit is an open source Unity Editor extension designed to simplify retrieving, validating, and assigning references to assets or components at edit time.

    It works by applying getter and validator attributes to fields. For example:
    [GetInChildren, Name(“Example”)]
    public GameObject[] go;

    This will automatically retrieve all child GameObjects matching the given name.

    The toolkit includes multiple built in getter and validator attributes, with the option to easily implement custom ones. Additional hooks and APIs allow full control over how and when references are resolved.

    All operations happen strictly at editor time, with no runtime overhead. Reference retrieval and validation can be triggered on demand, such as when saving a scene, before a build, or directly through the inspector.

    Available under the MIT license at
    https://www.twine.net/signin

    paper Metal Places

    We were tasked with creating a kid-friendly educational game about metal, covering mining, metallurgy, and their cultural significance. The project required two versions of the same game, one focused on Asgata (Cyprus) and copper, and another on Sifnos and silver.

    I strongly believe that educational games should teach through play, and not feel like quizzes or disguised lessons. After extensive brainstorming, I designed the game as a classic point and click adventure. The player controls an alien robot that crash-lands in a mining region and must repair its spaceship by going through the full metallurgical process: mining, extraction, smelting, and shaping. Each version adapts the setting, visuals, and interactions to its local context, Asgata with copper and Sifnos with silver. Information about mining, metallurgy, and some of their cultural aspects is presented through short exposition and in-game interactions, without turning the experience into a lesson or quiz.

    While this is not my most technically complex project, it is one I am particularly proud of due to its design clarity and execution.

    Key technical challenges solved:

    • Working within a very tight budget and deadline
    • Dynamic localization system supporting custom grammar rules per language
    • Single codebase support for gameplay and visual variations across the two regional versions
    • A custom, robust sequence based system inspired by DOTween and specialized for point and click logic

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