Grigoris Nikiforakis

Engineering Director at Fatshark AB
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Location
Sweden, SE
Languages
  • English Full professional proficiency
  • Greek Native or bilingual proficiency
  • German Elementary proficiency
  • Swedish Elementary proficiency
  • Portuguese Elementary proficiency

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Experience

    • Sweden
    • Computer Games
    • 100 - 200 Employee
    • Engineering Director
      • Nov 2021 - Present

      Directing our tech teams with a focus on the platform specific needs our Warhammer games have, with the goal to help define and improve our pipelines, tools and source code. Also working closely with non-tech departments to define solutions that work well with our technical foundation and meet our plans and goals. Directing our tech teams with a focus on the platform specific needs our Warhammer games have, with the goal to help define and improve our pipelines, tools and source code. Also working closely with non-tech departments to define solutions that work well with our technical foundation and meet our plans and goals.

    • United States
    • Retail
    • Senior Software Engineer
      • Jan 2016 - Jan 2021

      Responsible for the console versions of Payday 2 and assisting with more projects related to Payday 2 or consoles. Mostly coding as a specializing generalist, but also assisting in directing, managing and planning, always focused on a) upgrading the systems in the pipeline to improve speed and quality of output (from build server, to 1st party services to engine and game code) and b) the players' experience.Released the following expansions consisting of 21 DLCS in total, on PS4 and XB1: 1) Payday 2: The Big Score, 2) Payday 2: The Most Wanted, 3) Payday 2:The Master Plan.

    • Germany
    • Retail
    • Software Engineer
      • Jun 2012 - Jan 2016

      I was part of a core team that ported and created great indie games, working on the platform specific features for our in-house engine. I devised a system that would serve every platform ( PS3, PSVita, PS4, XB1, WiiU, PC ) while making sure that the system stays generic enough to make it easy to add features but also flexible enough to adjust to the limitless creativity indie games come with. That system would end up sitting between the engine and the gameplay code. I named it T.R.A.I.N due to the main pillars it served: Trophies, Rankings, Accounts, Input and Network. Other than that I was assisting in various areas in different projects. Always striving for games of excellent quality.Almost every game was released on PS3, PSVita, PS4, XB1, WiiU and PC.( Assisted from the beginning to the end )Nova-111 port, Overall Metascore: 75%Thomas Was Alone port, Overall Metascore: 79%, BAFTA Game AwardStealth Inc 2: A game of clones, Overall Metascore: 79%.( Assisted partially )Lone Survivor port, Overall Metascore: 81%Proteus port, Overall Metascore: 75%, INDIECADE Award, A MAZE AwardStealth Inc: A Clone in the Dark + DLC, Overall Metascore: 79%The Swapper port, Overall Metascore: 84%, INDIECADE Award, FREEPLAY Award, SCEE Award.Ultratron port, Overall Metascore: 74%

Education

  • University of Newcastle-upon-Tyne
    Master of Science (MSc), Games Engineering
    2011 - 2012
  • Technical University of Crete
    Greek Diploma (BEng + MEng), Electronics and Computer Engineering
    2003 - 2010

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