I'm an XR Software Engineer and Game Developer focused on building immersive, high-quality interactive experiences. At OramaVR, I work on medical XR simulation using Unity and Unreal Engine, combining real-time systems, gameplay thinking, and user-focused design to create training experiences that are both technically strong and engaging to use. I'm especially motivated by projects that sit at the intersection of software engineering, games, and extended reality, and I use side projects as a space to experiment, learn fast, and keep sharpening my craft. Outside of work, I recharge through gaming, guitar, and reading.
Nick Marmaras
Geneva
Switzerland
n.marmaras@hotmail.com
Building medical XR training experiences that combine simulation depth, usability, and strong real-time performance across Unity and Unreal Engine.
Designed and delivered software for electrical and electronic measurement systems, working closely with leadership to turn requirements into practical engineering solutions.
A postgraduate program that strengthened my game development, multimedia, and XR foundation through a blend of technical coursework and creative production topics.
A broad Computer Science education that built my core engineering foundation across algorithms, systems, programming languages, web technologies, and hardware design.
I never stop learning and I'm always looking for ways to sharpen my craft. Curious about new possibilities and quick to explore them through hands-on work.
Unity
Unreal Engine 4
Unreal Engine 5
C++
Java
C#
C
Python
R
HTML
CSS
Javascript
Git Source Control
Figma
Microsoft Office
OpenGL
A fast-paced Unreal Engine 5 fan demo built in 7 days, recreating the feel of Ratchet: Deadlocked with a playable DreadZone station, arena combat, and presentation inspired by the PS2 classic.
A polished 2D adaptation of Ticket To Ride Card Game created for a core Computer Science course, focused on clear turn-based flow, strong interaction design, and faithful gameplay systems for two players.
A full compiler project covering lexical analysis, parsing, virtual machine design, and library support, built with Flex/Yacc-style tooling to turn language theory into a working implementation.
A 2D recreation of Super Mario Bros. (1985) built for a university elective, capturing the feel of classic platforming through tile-based level design, sprite-driven animation, and gameplay systems inspired by the original.
A personal survival horror concept developed in Unreal Engine 4, where I handled the pitch, scenario design, and core gameplay implementation from idea to playable prototype.
Technologies:
A data analysis project in R focused on preprocessing biomedical datasets, normalizing inputs, and uncovering patterns through PCA visualizations and subject-level comparisons.
A Python networking project centered on client-server communication and relay behavior, designed to explore socket programming, message flow, and reliable coordination between connected peers.
A web-based social network prototype focused on authentication, geolocation features, REST-driven interactions, and dynamic client-side updates.
A UE5 VR prototype inspired by Giant Clank, built around large-scale destruction, missile attacks, and performance-conscious design for standalone and PC VR headsets.
A fast-paced 2D fighting game prototype built with Pygame, combining sprite animation, collision handling, and support for solo, local multiplayer, and online play.
A retro-inspired raycasting shooter built with Pygame, blending classic Doom and Wolfenstein energy with sprite-based enemies, collision systems, and multiplayer support.
JARVRICKS (Just Another Robust Virtual Reality Inverse Kinematics Solution) is a full-body VR IK system built in Unity for Vive XR Elite and Vive Ultimate Trackers, combining multithreaded C# jobs, runtime IK editing, and practical calibration workflows.
A fast-paced survival shooter built in Unity, where players fend off waves of zombies in a stylized post-apocalyptic setting powered by HDRP visuals and cinematic presentation.
A Unity FPS prototype focused on companion AI, featuring a drone assistant with behavior states for following, attacking, idling, and collecting health pickups in response to player context.
A mobile-first infinite runner designed for Google Cardboard, using smartphone movement as the core input for dodging obstacles, jumping, and chasing higher scores in VR.
A Sly Cooper-inspired Unreal Engine 5.5 prototype created to celebrate the series' 20th anniversary, recreating signature traversal, interaction, and presentation features from the original games.
A mobile quiz game built around well-known Greek brands and products, designed to be fun, nostalgic, and educational as players unlock stages by recognizing familiar logos.
Armor Of God is a dark fantasy action concept set in a world of ruined cathedrals, cursed forests, and fading faith, where a fallen Templar hunts the scattered relics of a sacred armor that could decide the fate of the world.
Marmatrix is a lightweight modern OpenGL engine built for clarity, fast iteration, and hands-on experimentation, pairing a clean C++17 architecture with practical rendering, tooling, and world-building foundations.