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I am a creatively and technically driven Game Designer fascinated by the intersection of art and science and passionate about bringing my visions to life as games.

I graduated with a BA (Hons) in Game Design and Production from Abertay University and have a background and DipHE in Neuroscience from UCL.

Here you will find a collection of the games I have made or contributed to, from personal projects, game jams, University and industry projects.

I am always interested to discuss potential collaborations. You can reach me at:

denis.iannoukos@yandex.com or LinkedIn



GameMaker's 25th Anniversary 2024

In the summer of 2024, I had the joy of working as a Game Design Intern at GameMaker / YoYo Games. Here, I worked as part of the content team on the development of this office management game celebrating GameMaker's 25th anniversary.

While the game had already begun development when I joined, as the only designated 'designer', I contributed to the refinement of the core game loop, suggesting an upgrade system and incorporation of minigames to add a sense of progression and variety respectfully.

I also designed the majority of the minigames, collaborated with programmers to refine mechanics, defined and balanced system values, copywrote item descriptions and contributed to the flow of the tutorial and UI elements.


Steam

Time Flies Like Butter 2024

Time Flies Like Butter is the game I made for my Honours Project. The aim was to create a new gameplay mechanic of time-travel and produce a commercially viable mobile puzzle-platformer game that fuses it with the concepts of metamorphosis and the butterfly effect.

In doing so I am exploring a new time manipulation mechanic where the player can rewind into unexplored/void time, using the study of causation in metaphysics to enrich puzzle design, and exploring the butterfly effect as a narrative vehicle to provoke thoughts on the nature of time and elicit joy.

The video below contains subtitles with more info:


A main area of focus of this project was level design. I first sketched levels on paper, before making them in engine, allowing me to rapidly explore many ideas:
lvlsketch levelpanorama
The project explored on alternative theories of time, different ways it may be reversed or flow non-linearly. I implemented these using powerups and applying a black and white shader onto the objects being reversed:
timegif
I used the following categorisation of causation models by Harvard University, as a starting point to brainstorm different puzzle dynamics:
causcategories
Based on these causation categories, I devised a total of 17 levels, that using time-manipulation mechanics explore different causation models from multiple perspectives, creating diverse puzzles.

The table below, presents the main causation category of each level:

causations
To communicate the butterfly effects of each level, I used a series of polaroid shots, to create comics at the end of levels and connect the actions of the butterfly to a greater overarching narrative:
polaroideg polaroid gif
Inspired by the indigenous peoples of Australia's theory of Dreamtime, I envisioned the level selection map as a map of events outside time, that can be played in different orders, exploring divergence, convergence and a cyclic narrative structure: aborigart causcategories
Visually, I created custom normals to make the 2D sprites respond dynamically to lighting. I made multiple versions of the caterpillar-butterfl y player-character using an NFT pipeline, to convey the ephemeral lightness of being a butterfly, and allude to the subjective duration of a "life-time":
customnormals nftpipeline sprites
I made the music using drumbit and a jaw harp, editing recordings in Audacity to simulate multiple different jaw harps by layering recordings and changing their pitch.
music
  GitHub   Personal Development Portfolio   Download Game

Floating Soul 2023

Floating Soul is my first ever Virtual Reality game, made using Unity XR Toolkit. It explores the experience of dying and leaving ones body, based on reports of Near Death Experiences (NDEs).

I created this project using third-party 3D assets and Mixamo animations, but wrote the script myself, directed and recorded voice actors and implemented everything.

The game was designed to work as a tool to help people overcome Death Anxiety, but in the process of creating it, the power of virtual reality in story-telling by entering different bodies as a floating soul inspired me to lean into it as an art project.

In this project I learnt how to develop for virtual reality, scripting interactables, movement in VR, timing events, and implementing 3D animations


GitHub   Personal Development Portfolio

Rollio 2023

Rollio is a 2.5D golf-like platformer where the player controls an armadillo made of melon bread that can roll into a ball and launch like a golf ball, grow to move big obstacles, shrink to fit through small gaps to collect fruit and complete levels.

It's a vertical slice I contributed to in a team of 8 students across Design, Art and Programming disciplines as a Professional Project for the client: Brace Yourself Games.

As Team Coordinator, I organised team and client meetings. As a designer, I developed the concept, detailed mechanics, created a playable tutorial and refined the core game loop. As a gameplay programmer, I scripted mechanics, such as gradual size change and render layer behaviours. Additionally I was responsible for implementing cel-shading, art assets and animations.


GitHub   Personal Development Portfolio

Chronicles of Ivy: Urumi Warrior 2022

Chronicles of Ivy is a first-person melee PC game prototype that explores a new mechanic of controlling the direction of attacks via gesture recognition of the movement of the mouse.

The player clicks and drags the mouse and the direction of movement then triggers a corresponding sword strike. The attack must be strategically directed to avoid hitting the enemies shields.

The prototype envisions telling the story of Ivy Valentine from Soul Callibur, before her invention of her iconic whip sword, when she first practiced wielding the traditional Indian Urumi whip-sword.


GitHub   Personal Development Portfolio

AGIWYDRAUYASTCYMOS 2022

A Game In Which You Die Repeatedly And Use Your Accumulated Skeletons To Construct Your Means of Success.

Abbreviated to AGIWYDRAUYASTCYMOS, it is a 2D puzzle platformer made by myself and 3 programmers in Unity Engine, as part of a game jam with the theme: "A Game in which it is okay to fail".

I contributed by creating all animations and character art, developing the concept, designing and programming the mechanic of crafting a bicycle and helicopter out of skeletons.

The first prototype was made within 48h. Then, myself and one other member of the team have continued to work on it, adding more features and levels.


GitHub

Cartomancer 2022

Cartomancer is a card based roguelike, where you play as one of the four elements: fire, earth, air or water.

The player must collect tarot cards to use as spell casting agents to defeat the enemies and bosses of each element.

In this project I collaborated with artists and other designers as part of a team of 8 to deliver a vertical slice within a fixed time frame.

I helped to design and balance the card game, programmed the world map, character controller and level progression and created all the visual effects, lighting and post-processing.


GitHub   Personal Development Portfolio

Mite 2021

Mite is a puzzle platformer where the player can rewind time in two different ways, either rewinding just their surroundings, or rewinding themself too

The goal of the game is to collect the keys required to open doors that function as portals to progress through the levels

The game was scripting in Unreal Engine using Blueprints, and playtested on peers and friends.


itch   Personal Development Portfolio

Traction 2020

Traction is the first game I ever made. It's a unique 2D platformer for mobile, about a toy steam engine that can add train tracks ahead of itself while it moves.

The idea came from this scene in Wallace and Gromit: https://youtu.be/jrmZIgVoQw4

Using Unity Engine and C#, I made a prototype for PC first, then changed the controls to port it for Android.

I then playtested extensively in person and using Unity Analytics and iterated based on the results.


GitHub   Personal Development Portfolio