Konstantinos Papakostas
Hello! I'm Konstantinos Papakostas, a game developer and performance-focused software engineer with experience across cross-disciplinary game and graphics projects.
About
Hello! I’m Konstantinos Papakostas, a game developer and performance-focused software engineer with experience across cross-disciplinary game and graphics projects. I enjoy robust implementation, practical problem solving, and delivering scalable gameplay systems on modern engines.
I hold a Bachelor’s in Computer Science and Engineering from the University of Ioannina, and I pursued a Master of Data Engineering and Computer Systems, with a Master’s thesis on VR painting and sculpting in Unreal Engine 4. I love collaborating with designers and artists to translate ideas into robust technical solutions and optimize for real-world performance.
- 6 years' experience
- Joined January 2026
Skills· 12
Languages
- Greek, ModernFluent
- EnglishFluent
Industry experience
- Gaming
- Software & Internet
- Media & Entertainment
Work experience· 4 roles
Freelance performance optimization engineer on Android games, analyzing CPU and GPU bottlenecks in real-time game workloads on Android devices. Performed frame-time analysis, GPU workload inspection, and thermal behavior evaluation. Investigated rendering cost, overdraw, texture formats, and shader complexity to improve runtime efficiency. Applied performance-oriented techniques to improve frame stability and responsiveness under mobile hardware constraints.
Freelance role focusing on Android game performance optimization in collaboration with Samsung. Analyzed CPU and GPU bottlenecks in real-time workloads, performed frame-time analysis and GPU workload inspection, evaluated thermal behavior, investigated rendering costs, overdraw, texture formats, and shader complexity, and applied performance-oriented techniques to improve frame stability and responsiveness under mobile hardware constraints. Skills involved: OpenGL, Vulkan, GLSL/HLSL, Unreal Engine 4/5 (C++, Blueprints).
Contributed as a game play and generalist developer on an RPG project, across gameplay systems. Implemented core gameplay mechanics, including combat logic, player interactions, and state-driven systems using UE4 C++ and Blueprints. Developed and maintained in-game menus and UI systems, integrated with gameplay flow and game states. Collaborated with designers and artists; focused on performance-conscious implementation, optimizing update logic and gameplay systems for stability and scalability.
Education
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