I work on game preservation and modernization, desktop software, and practical local-first tools. My earlier work spans game audio, technical support, teaching, and operations. This GitHub profile is the main home for my public portfolio.
CV: Open the PDF · Read the timeline
Explore: Original games · Game projects · Software · Game audio · CV and background · Contact
Games I design and build, collected in the Games Studio Hub. Each game has its own page; the source code is private.
| Game | Current status |
|---|---|
| Travel Agency Simulator | Out now in Early Access on Steam: idle-clicker travel-agency management with a 3D office minigame. |
| Perfect Closet: Sort, Style & Decorate | Complete and coming soon to Playgama: cozy sorting puzzle, dress Mia, decorate six rooms. |
| HULLWALKER | Feature-complete, in playtesting for Playgama: retro sci-fi first-person walker-shooter. |
| IRON COMET: The Last Salvager | Early greybox build: vertical shoot-'em-up for phones where destroyed enemies become orbiting scrap. |
| Klepht: 1821 | Concept stage: retro first-person game set during the Greek War of Independence. |
Independent recovery, porting and compatibility work, collected in the Game Preservation Hub. None of it is a download for a commercial game.
| Project | Current scope |
|---|---|
| Condemned 2: Bloodshot | Private PC research build played through the full campaign; the linked page is a research summary. |
| World War 3 | Offline menus, loadouts and map loading for a user-owned client; the linked page summarises the decoded protocol. |
| Spiral Warrior | Offline-preservation tooling for a user-owned mobile client, through the full prologue. |
| OpenJKDF2 Enhanced | Modern Windows controls, borderless display and renderer diagnostics around an open-source engine. |
| Heretic II Apple Silicon | Native arm64 macOS build with renderer recovery and app packaging. |
| Project | What it does |
|---|---|
| Talos Suite | Private JavaScript-first suite bringing Three.js animation tools and Blender Asset Factory together. Integration in development. |
| My Local Backup | Versioned local backups for Windows with space-saving snapshots. |
| RDNA Cast | Recording and streaming workflows for AMD Radeon users. |
| Liidar Image Workflow Studio | Local image-generation workflows, dataset preparation and training tools. |
| SharedPlay Casino Prototype | A social-casino prototype for friends playing with demo credits only; no real-money features. |
Before my software and preservation work, I composed music and designed sound for games and interactive projects. Credits include Bulletrage, Darkfall: Rise of Agon, Imperatum, Claws of Furry, Mist Survival, and Skywind. The game-audio page lists the work, my role on each project, and public listening or project links.
My experience combines hands-on development with audio production, technical customer work, teaching, and operations leadership. I studied audio engineering at SAE Athens and jazz at Middlesex University. See the full CV timeline →
For project or collaboration inquiries: georgekaragioules@gmail.com. You can also open an issue or discussion in the relevant public repository.
If my free tools help you, you can buy me a coffee. Tips are voluntary and don't buy support or a warranty.


