Panos Karabelas

Experience

Work

Fifteen years, four countries' worth of studios, and one codebase I never put down.

  1. 2025 — Present

    BeamNGCurrent

    Graphics / Engine Programmer

    Remote

  2. 2022 — 2024

    AMD

    MTS Developer Technology Engineer

    Studios ship on AMD hardware whether or not it runs well on it. My job was making sure it ran well on it.

    • Embedded with top studios, Rocksteady among them, on site and remote, profiling their frames and rewriting the parts that did not hold up.
    • Took the same material on stage, delivering technical talks across the UK and Europe.
    • Worked across a number of shipped titles, several of which I still cannot name.

    Some of the titles I worked on during those two years.

    Returnal
    The Callisto Protocol
    Suicide Squad: Kill the Justice League
    Fort Solis
    • GPU profiling
    • Radeon GPU Profiler
    • Vulkan
    • DirectX 12
    • HLSL

    UK and Europe

  3. 2020 — 2022

    Codemasters (EA)

    Senior Graphics Programmer

    Shipped Dirt 5 on the in-house Neon engine, across six platforms with wildly different budgets — from Stadia streaming to Xbox Series X.

    • C++
    • Neon Engine
    • PC
    • PS4
    • PS5
    • Xbox One
    • Xbox Series X
    • Stadia

    Manchester, UK

  4. 2016 — 2019

    Sony Interactive Entertainment

    Generalist Programmer

    I left Greece for the UK to work on an ambitious PSVR title. It was cancelled after a few years, which is the risk you take. The work itself was some of the most interesting I have done.

    • Built an environmental-analysis AI driven by fuzzy logic, so agents picked cover and navigation routes that read as human rather than as pathfinding.
    • Built the tooling around it: a 3D and VR debug GUI, and Jenkins CI integration for the team.
    Sony Interactive Entertainment
    • C++
    • Unreal Engine 4
    • PS4
    • PSVR

    Manchester, UK

Education and distinctions

Where it started

  • 2010 — 2016

    BSc Computer Science & Telecommunications

    Built a Kinect-based natural user interface that drew national attention, and became a Microsoft Student Partner off the back of it.

    University of Thessaly
  • 2014

    Imagine Cup World Finalist

    World-class distinction in the games category, with a turn-based strategy game built by a permanently sleep-deprived student team.

    Microsoft, Redmond, Washington
  • 2010

    Certificate of Proficiency in English

    The end of a ten-year study programme. It is the reason I could take the job in the UK when it came.

    University of Michigan

Earlier work

2011 to 2016, in Greece

Student projects, hackathon builds and Windows Store experiments. Small, scrappy, and the reason the rest of this page exists.

  • 2016

    Car simulation experiments

    A realistic car model built on variations of Pacejka's tyre friction formula. The first pass at what is now a 200 Hz simulation inside my engine.

    C#, Unity
  • 2015

    Da Vinci's Ornithopter

    An infinite runner with RPG elements and mini-games. Six months in I accepted that it needed a programmer, an artist, a designer and a sound engineer. I was one of those.

    C#, Unity
  • 2015

    The Screen Space

    A Ludum Dare entry with Kickback Studios. I built the player controls, a jetpack, and a rope-and-bucket grappling hook, all physics driven.

    C#, Unity
  • 2014

    Dementia

    A turn-based table game with RPG elements, and our Imagine Cup entry. I did the UI, the AI, the pathfinding and most of the gameplay. A never-ending crunch that ended with us wandering around Microsoft HQ as world finalists.

    C#, Unity
  • 2014

    Genesis Game Studios site

    Our team started getting attention, so I built and shipped the studio's web presence, logo included.

    WordPress, Azure
  • 2014

    Hexcraft

    A tile-based puzzle game. I built the UI and the online leaderboards.

    C#, Unity, Azure
  • 2014

    2D Audio Mixer

    A spatial approach to mixing: the dot in the circle is the listener, every other dot is a source, and distance is volume.

    C#, Unity
  • 2014

    Encircle the Rat

    A turn-based game where you try to corner a rat. The rat uses A* and is better at this than you are.

    C#, Unity
  • 2012

    Da Vinci's Flying Machine

    Built in a few days at a Microsoft hackathon in Athens. Won fourth place and best splash screen, then did well as a paid Windows Store game. It bought me a gaming PC and taught me what shipping a product actually means.

    C#, MonoGame
  • 2012

    Kinect experimentations

    A basic renderer that consumed Kinect depth data to decide where to put a virtual camera.

    C#, XNA
  • 2011

    AV8

    Controlling a PC with a Kinect, built on the beta SDK with two fellow students and Professor Omiros Iatrellis. One of the first advanced Kinect applications anywhere, and it got the attention of the local academic community and press.

    C#, Kinect SDK
  • 2011

    Lucky ball-aki

    A magic 8-ball game with a name that only works in Greek. A custom physics library and accelerometer input won it a university competition. The prize was a Windows Phone.

    C#, XNA

Going low

2009 — Project Cocktail

Before any of this, I was a high school student with a Certificate of Proficiency in English and no obligation to do anything at all. So I took a job as a bartender in Zakynthos — partly to use the English in real situations, mostly because I have always believed hard work builds character. If you had a cold drink on that island around then, there is a decent chance I poured it. It is still the job I am most proud of.

Panos behind a bar in Zakynthos, Greece