This project collaborates with the ACG Historical Archive to create a narrative-driven digital interpretation of athletic life at the Hellinikon campus. Using archival photographs, texts, and documents, you will research and reinterpret historical material into a cohesive storytelling system. The goal is to bridge past and present through contemporary digital design tools, including animation and 3D visualization. By transforming static archives into dynamic visual narratives, the project explores how motion design can communicate memory, identity, and athletic culture in an engaging and immersive way.
This animation consists of a thrilling dog-fight in space between spaceships. The scene has various action scenes(whole scene is 1000 frames As of currently and is subject to change).The animation was created on Blender.
This branding design project creates "Pineza," a contemporary all-day record store and nightlife bar targeting young adults in Athens who embrace vintage trends like vinyls and street-style culture. It develops a cohesive visual identity with research-driven strategy, archetypes, visual inspiration, and deliverables including a brand manual and three packaging designs for vinyl sleeves, record players, and cups.
The research focuses on the methods used during the mid 20th century by advertisers for perpetuating stereotypical representations of gender using graphic design techniques like composition and visual hierarchy among others. The project will be based on In a Parallel Universe, an image series by Eli Rezkallah which uses vintage images/Advertisements but reverses the gender roles within them. This will make use of the preservation of the original aesthetic while replacing the images within the frame and showing the socially constructed nature of the roles. The discomfort created and the sense of absurdity resulting from these reversed roles help to show how graphic design influences social constructs and perceptions regarding gender.
When a child gets early eliminated in a game, not only it loses, but it disappears from the fellowship and becomes a spectator. In my research, children and teachers described this silent disconnection as "bodies being present, but the minds are gone". This challenged me to design a game without punitive elimination, where every player, regardless of age, language or reading level can play till the end.
The answer is Wildpath, a board game where every element communicates visually. From shapes to color coding, Wildpath brings forward its own wayfinding system to younger audiences.