Hi, I’m Christos Galaios, a Senior Gameplay Programmer and Technical Lead focused on building high-concurrency multiplayer systems and physics-based interactions. I aim to deliver a Triple-A feel within tight performance constraints, maintaining a locked 72Hz native target. I’ve orchestrated custom editor tooling and automated testing pipelines that cut design iteration cycles and boosted artist workflows, while collaborating closely with design, art, and platform teams to ship polished experiences. I’m passionate about scalable architectures, robust gameplay systems, and delivering responsive, feel-first gameplay in challenging technical environments. Career-wise I’ve led technical initiatives at KoffeeCup Ltd and contributed as a Unity-focused engineer at Virtually Sports, consistently prioritising game feel, performance, and maintainability. I enjoy mentoring engineers, refining pipelines, and translating design intent into performant, delightful gameplay.

Christos Galaios

Hi, I’m Christos Galaios, a Senior Gameplay Programmer and Technical Lead focused on building high-concurrency multiplayer systems and physics-based interactions. I aim to deliver a Triple-A feel within tight performance constraints, maintaining a locked 72Hz native target. I’ve orchestrated custom editor tooling and automated testing pipelines that cut design iteration cycles and boosted artist workflows, while collaborating closely with design, art, and platform teams to ship polished experiences. I’m passionate about scalable architectures, robust gameplay systems, and delivering responsive, feel-first gameplay in challenging technical environments. Career-wise I’ve led technical initiatives at KoffeeCup Ltd and contributed as a Unity-focused engineer at Virtually Sports, consistently prioritising game feel, performance, and maintainability. I enjoy mentoring engineers, refining pipelines, and translating design intent into performant, delightful gameplay.

Available to hire

Hi, I’m Christos Galaios, a Senior Gameplay Programmer and Technical Lead focused on building high-concurrency multiplayer systems and physics-based interactions. I aim to deliver a Triple-A feel within tight performance constraints, maintaining a locked 72Hz native target. I’ve orchestrated custom editor tooling and automated testing pipelines that cut design iteration cycles and boosted artist workflows, while collaborating closely with design, art, and platform teams to ship polished experiences. I’m passionate about scalable architectures, robust gameplay systems, and delivering responsive, feel-first gameplay in challenging technical environments.

Career-wise I’ve led technical initiatives at KoffeeCup Ltd and contributed as a Unity-focused engineer at Virtually Sports, consistently prioritising game feel, performance, and maintainability. I enjoy mentoring engineers, refining pipelines, and translating design intent into performant, delightful gameplay.

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Experience Level

Expert
Expert
Expert
Expert
Expert
Intermediate
Intermediate
Intermediate
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Language

English
Fluent
Greek, Modern
Fluent
German
Intermediate

Work Experience

Lead Interactive Developer at KoffeeCup
January 1, 2024 - Present
Secured project funding through 2026 by delivering the core multi-platform project serving as the client’s central technical ecosystem foundation. Orchestrated a 13-engineer development team under high-volatility production cycles, maintaining delivery despite weekly requirement shifts and undocumented engineering constraints. Conceptualized and developed the “Duel” prototype for “Wild West Salon”; added creative mechanics that were spun off into a standalone MR world, “Gunslingers,” following executive and client approval. Resolved internal architectural deadlocks by delivering a VR interaction prototype in 48 hours that exceeded client quality standards, securing system-wide endorsement. Mastered Meta’s proprietary engine to bypass technical debt and launch multi-platform persistent worlds within undocumented system limitations. Standardised engineering workflows and upskilled senior talent to ensure technical stability across parallel Live-Ops and feature content lan
Interactive Developer at KoffeeCup
January 1, 2023 - January 1, 2024
Identified performance spikes via Unity Profiler and Perfetto to achieve strict frame-time targets for mobile & VR platforms. Optimised core gameplay systems to resolve physics bottlenecks and synchronization spikes during high-concurrency testing phases.
Software Engineer at Virtually Sports
January 1, 2021 - January 1, 2023
Maintained 99.9% uptime for Unity video streams via robust error handling and automated recovery. Shipped 2 commercial titles as sole developer, including a full VR port and URP/HDRP pipelines. Integrated front-end gameplay with backend for cloud-streamed products on global betting platforms.
Technical Lead (Interactive) at Koffee Cup Ltd
January 1, 2024 - February 1, 2026
Architected a robust Debug/Cheat System enabling designers to inject state, unlock progression, and populate levels in real-time, bypassing standard gameplay loops to accelerate testing velocity by ~10x. Led pipeline work to automate real-time asset validation with a custom Material Testing Tool, cutting baked re-exports and boosting artist workflows by 50%. Optimised Spatial Audio pipelines to reduce memory footprint by 60% while preserving fidelity. Implemented core Gameplay State Management for transitions across traversal modes (Vehicle/Boat/On-Foot) and Gravity Zone modifiers via Engine APIs. Optimised physics and animation to maintain a locked 72Hz native frame rate.
Interactive Developer at Koffee Cup Ltd
January 1, 2023 - January 1, 2024
Architected a Client-Side Authoritative shooting model to ensure zero-latency feedback, prioritising 'Game Feel' in high-latency scenarios. Implemented procedural recoil systems and physics-based projectiles (Throwing Stars with ballistic arcs and surface-sticking), using Raycast pooling for performant hit detection. Designed the 'Blind Pickup' haptic UX to simulate object weight. Replaced expensive physics simulations with baked animation states to achieve 72Hz native performance on constrained hardware.
Software Engineer (Unity) at Virtually Sports
January 1, 2021 - January 1, 2023
Programmed probabilistic crowd reactions for 10,000+ entities via a high-performance state machine. Integrated Spatial Audio to deepen VR immersion across Unity and proprietary engines. Built UI polish with DOTween and Particle Systems to deliver a 'Triple-A' user experience.
Technical Lead at Koffee Cup Ltd
January 1, 2024 - February 1, 2026
Debug Architecture: Architected a robust Debug/Cheat System enabling designers to inject state, unlock progression, and populate levels instantly in real-time. Bypassed standard gameplay loops to accelerate testing velocity by ~10x. Pipeline Leadership: Developed a custom Material Testing Tool that automated real-time asset validation within the proprietary engine, eliminating the need for baked re-exports and accelerating artist workflows by 50%. Audio Pipeline: Optimised Spatial Audio pipelines to streamline asset compression and loading strategies, reducing audio memory footprint by 60% while maintaining high-fidelity concurrent soundscapes. Context-Sensitive Traversal: Implemented core Gameplay State Management logic to seamlessly handle transitions between traversal modes (Vehicle/Boat/On-Foot) and modifier application (Gravity Zones) via strict Engine APIs. Performance for Fun: Optimised physics and animation overhead to maintain a locked 72Hz target, preserving player comfort wi

Education

BSc Hons Computer Games Programming (First Class) at Middlesex University
September 3, 2014 - September 3, 2017
BSc (Hons) Computer Games Programming — First Class Honours at Middlesex University, London
January 11, 2030 - February 12, 2026
BSc (Hons) Computer Games Programming at Middlesex University, London
January 11, 2030 - February 12, 2026

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Media & Entertainment, Software & Internet, Other