Kostas Zarifis Email and Phone Number
Kostas Zarifis work email
- Valid
- Valid
Kostas Zarifis personal email
- Valid
Goal-oriented executive with a comprehensive skill set spanning business, technical, and creative aspects of game development. Expertise in leading cross-functional teams, Agile project management, creative direction, business development, and video game software engineering. Equally adept at high-level strategic direction and hands-on execution. Committed to excellence through a critical approach, attention to detail, and continuous skill refinement.Key Attributes: Passionate, Persistent, Team Player, Pragmatic Problem Solver, Excellent CommunicatorKey Skills Creative Direction: Design, Creative Team Management, Communication, Macro/Micro DocumentationProgramming: C/C++, C#, .NET, WPF, XML, Python, Lua, Unreal, UnityProduction/Project Management: Agile, SCRUM, Hansoft, Jira, Trello, Asana, Monday, ClickUp, ExcelBusiness Development: Pitching, Public Speaking, Budgeting, Risk Analysis, Team Building, Hiring, Coaching, MentoringEngineering: Architecture, Framework Design, UML, Design PatternsSource Control: Perforce, Git, SubversionPlatform Experience: GameCube, Switch, PS4/5, Xbox (360, One, Series), iOS, Android, VRArt/Animation/Audio Packages: MotionBuilder, Maya, Photoshop, Premiere, After Effects, Cubase, Ableton Live
Hypersonic Laboratories
View- Website:
- hypersoniclaboratories.com
- Employees:
- 20
-
Head Of OperationsHypersonic LaboratoriesEngland, United Kingdom -
Managing DirectorRogue Sun May 2016 - PresentGuildford, England, Gb- Founded Rogue Sun in 2016 alongside some top talent and great friends from Lionhead- As Managing / Game Director I've been responsible for high level studio and team management as well as hands on creative direction, design, production, code and bizdev tasks- Tin Hearts, Rogue Sun's original IP project launched in 2023 on PS4, PS5, Xbox One, Xbox Series, Nintendo Switch and PC both physically and digitally in collaboration with Wired Productions to wide acclaim- Tin Hearts launched on Xbox Gamepass in December 2023- Tin Hearts VR launched on PSVR2 and PCVR in March 2023- Rogue Sun is also working on unannounced projects and carrying out co-development work with exciting partners -
Gameplay ProgrammerZynga Jun 2014 - Apr 2018San Francisco, California, Us- Specialized in gameplay and UI programming using Unity for CSR2, a leading mobile free-to-play game.- Expanded expertise in mobile free-to-play game development, creating and optimizing gacha systems, working on in game economy, FTUE design and implementation, low friction UI/UX etc- Collaborated closely with data analysts and product managers to build tools aimed at optimizing player engagement and key metrics (retention, arpdau, mau).- Played a pivotal role in developing systems that enabled designers and content creators to update game content with minimal code changes, enhancing the game's agility and responsiveness to market trends.- Built and implemented systems for scheduling custom seasonal, promotional, and licensed brand events with no-code configurations and backend setups.- Successfully executed events featuring major brands like Fast and Furious and Project RED, contributing to high-profile partnerships and in-game events.- Contributed to the continuous improvement of game mechanics and user interface, enhancing overall player experience and satisfaction.- Contributed to documentation of development process, ensuring clarity and continuity for future updates and new team members. -
Managing DirectorKinesthetic Games Sep 2011 - Apr 2018Surrey, Gb- Founded Kinesthetic Games Ltd. with the purpose of developing Kung Fu Superstar™, an innovative fighting game for multiple platforms- Set up and maintained studio infrastructure, production tools and pipelines including Perforce servers, Unreal Engine integrations, Build and Deployment automation, team wikis and documentation, distributed production software like bug tracking systems and project management tools (Hansoft). This infrastructure allowed for local and remote collaboration of studio staff, and it eventually scaled to support a team of over 30 developers- Oversaw all aspects of running and developing the business from legal and accounting to pitching, business networking, recruiting and managing the studio- Oversaw and largely implemented the development of the project's preproduction phase, including all creative and technical pitch materials, responsible for design and creative direction, coded large parts of tech prototypes, project managed and directed all content creation staff- Devised strategy and largely implemented Kickstarter campaign for Kung Fu Superstar™. Outlined strategy for campaign, designed pitch video and video updates, responsible for all elements of their creation all the way from directing the shoot to editing the final videos, implemented large parts of the content both technical (new gameplay demos) as well as creative (level design, animation), responsible for large parts of social media promotion and overall PR efforts -
Visiting LecturerUniversity Of Westminster Sep 2013 - Aug 2015London, GbPart time lecturing position at the University of Westminster, teaching 3rd year Computer Science, Multimedia and Games Development students everything from Network Programming, to Ubiquitous Computing, to Kinect Programming, to Unity. -
ProgrammerAnother Place Productions Ltd May 2014 - Jun 2014London, GbBriefly joined the fantastic team at Another Place Productions to help with porting their super fun DragonFinga game to Kindle -
Gameplay ProgrammerLionhead Studios Mar 2010 - Feb 2012Guildford,, Surrey,, Gb- Joined the 4 man Fable 3 PC team individually responsible at the time for porting all gameplay elements from the Xbox360 version to the PC- Moved to the Xbox360 version for a 3 month period to help with polishing and fixing any final bugs. Mostly worked on the weapon augments and villager relationship simulation systems but delved in many other systems too- Returned to PC version after Xbox SKU RTM to finalize implementation of PC specific gameplay tech and features -
Tools ProgrammerLionhead Studios Aug 2006 - Sep 2010Guildford,, Surrey,, Gb- Joined Lionhead's Central Technology Group as a Tools Programmer working on Concrete, Lionhead's bespoke Tools Framework- Worked on tools to manipulate data in the custom XML format used by the studio's games teams- Moved on to the Fable team where I took over the Audio tools suite for Fable 2 and was individualy responsible for supporting the audio designers on the project as well as providing any new functionality they needed- Worked directly on the game for a period of time, specifically on the GUI, and gained experience on Anark as well as various game systems.- After the successful release of Fable 2 focused on improving the performance of the Fable editor. I implemented various optimizations that saved the content creators considerable amounts of time and sped up their workflow vastly.- Briefly evaluated and prototyped alternate audio engine/tools solutions for Fable 3 gaining experience with Wwise- Over the years worked on virtually all aspects of the tools (Art, Animation, Level Design, Scripting, Audio etc) becoming experienced not only with the tool side systems but also with the game side systems they correspond to- Have been a team player and good communicator by constantly supporting not just the users of the tools with their day to day tasks but also the devs and testers with advice and mentoring while often influencing high level direction for Lionhead's tools systems with valuable feedback and insight from experience gained working closely and observing our users workflow patterns and needs. -
Tools ProgrammerVirtual Reality Department, Foundation Of Hellenic World Jan 2003 - Jul 2003Tools Programmer for the VR Department of the Foundation of Hellenic World, Athens- Responsible for designing and implementing a real time 3D Viewer for the Softimage|XSI format- Worked closely with the Virtual Reality Department team of the Foundation of the Hellenic World in Athens, Greece and gained real world development experience.- Produced a complete final tool that was integrated into the departments production pipeline and used for previewing XSI models in real-time and importing them into the Foundations exhibition CAVETM system (www.fhw.gr/cosmos/en/vr/)
Kostas Zarifis Skills
Kostas Zarifis Education Details
-
University Of HullGames Programming -
Ethnikon Kai Kapodistriakon Panepistimion AthinonComputer Science And Telecommunications
Frequently Asked Questions about Kostas Zarifis
What company does Kostas Zarifis work for?
Kostas Zarifis works for Hypersonic Laboratories
What is Kostas Zarifis's role at the current company?
Kostas Zarifis's current role is Head of Operations.
What is Kostas Zarifis's email address?
Kostas Zarifis's email address is k.****@****ail.com
What schools did Kostas Zarifis attend?
Kostas Zarifis attended University Of Hull, Ethnikon Kai Kapodistriakon Panepistimion Athinon.
What skills is Kostas Zarifis known for?
Kostas Zarifis has skills like Game Development, Xbox 360, Gameplay, Unreal Engine 3, Perforce, Game Design, Programming, C++, Opengl, C#, Photoshop, Maya.
Free Chrome Extension
Find emails, phones & company data instantly
Aero Online
Your AI prospecting assistant
Select data to include:
0 records × $0.02 per record
Download 750 million emails and 100 million phone numbers
Access emails and phone numbers of over 750 million business users. Instantly download verified profiles using 20+ filters, including location, job title, company, function, and industry.
Start your free trial