Senior Game & Level Designer from Italy. I create engaging levels and gameplay across multiple game genres, focusing on system and technical design using Unreal Engine, for personal and professional projects.
Worked as a System Designer on Terrorbane Viral, a Shoot 'em Up Rogue-lite focused on core gameplay systems. Developed the initial framework for characters and abilities, tuned gameplay values to achieve balance, and designed the enemy spawn system at the design level.
Worked as a Senior Game and Level Designer on an internal first-person horror demo co-developed with Supermassive Games. Focused on object setup, puzzle integration, and in-level logic, while also revising the level layout, designing new environment sections, and implementing UI features such as the protagonist’s diary.
Designed and implemented new tracks, greyboxed layouts, integrated lap logic, gates, split times, and powerups.
Created new levels and gamemodes, terraformed environments, scripted events, tuned AI trajectories, and adjusted character controls and cameras.
Managed player progression, DLCs, databases, designed track editor systems, created tracks and environments, tuned cameras and vehicle controls, and mentored junior designers.
Defined franchise design, database and GaaS systems, balance and performance management, player progression, and achievements.
Worked on camera and motorbike controls, tutorials, compliance, dynamic tuning systems, career mode, achievements, trajectory spline, and infinite rewind systems.
Designed and whiteboxed tracks, terraformed levels, managed events and camera splines, created online/offline modes, and maintained databases.
A physics-based marble game built entirely in Unreal Engine using Blueprints. Features an in-game editor and custom state management system.
A web-playable mini golf game made with Unity using open source assets and coded in C#. Focused on physics-based mechanics and fun level design.