I am a Software Engineer based in Geneva with experience building measurement applications, real-time XR systems, SDK-level features, and user-focused technical tools. At ORamaVR, I develop C# Unity and C++ Unreal Engine software for medical XR simulations. My work includes interactive runtime systems, hardware tracking integration, performance optimisation, and reliable workflows across commercial XR devices. Previously, at Telemetrics System Measurements, I developed Python and C#/.NET desktop applications for electrical and electronic measurement systems, including data acquisition, visualisation, reporting, backend logic, and technical user interfaces. I enjoy work where software meets complex systems: simulation, monitoring, automation, hardware integration, and operational tooling. I use personal projects to keep developing practical software engineering skills across desktop applications, APIs, real-time systems, and technical UX.
Nick Marmaras
Geneva
Switzerland
n.marmaras@hotmail.com
Develop C# Unity and C++ Unreal Engine software for medical XR simulations, including SDK-level features, interactive runtime systems, hardware tracking integration, and real-time performance optimisation.
Developed Python and C#/.NET desktop applications for electrical and electronic measurement systems.
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 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. Book is published on Amazon, and a new exciting story begins in Unreal Engine 5.
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.
BarakiBar Web PDA is a lightweight ASP.NET Core POS and order management system built for bars and small restaurant teams, combining real-time table handling, stock-aware ordering, and responsive multi-device workflows in one practical web app.