Italian Game & Level Designer with extensive experience shipping titles across console, PC, and mobile. I specialize in technical design, system architecture, and player-focused level design.
Designed and implemented new tracks, greyboxed layouts, integrated lap logic, gates, split times, and powerups.

I worked as a Senior Game and Level Designer on an internal first-person horror demo co-developed with Supermassive Games. My tasks included setting up interactive objects, integrating puzzles, and building level logic. I also revised the overall layout, designed new environment areas, and implemented UI elements such as the protagonist's diary.
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.
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.

Contributed to multiple WRC titles as Game Designer, including WRC 4. Managed comprehensive vehicle and championship databases, designed car livery customization systems, and worked on various gameplay features throughout the franchise.
Lead Designer on a mobile racing game for the WRC franchise on Android and iOS. Responsible for overall game design direction, level design, and system design. Created track layouts optimized for mobile gameplay and designed core mechanics adapted for touch controls.
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.

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