Unity & Unreal Engine 5Unity & UE5 · Rome / Remote
I build movement, combat, enemy AI and tools in C++ and C#, and I obsess over how they feel to play.
ScrapIt Overload is a top-down action roguelite that I built solo in Unreal Engine 5 (C++) during the Develop at Ubisoft mentorship, with code review from Ubisoft senior developers. The core mechanic revolves around using a magnetic pulse to collect scrap, which simultaneously upgrades automated weapons, acts as a damage buffer, and increases the physical mass and drift of the player's mecha.
Main implementations include the custom physics-based movement controller, the graph-based procedural generation system and the behavior tree-driven AI framework, as well as the persistent state management system across room transitions.
A great challenge for me was engineering a robust procedural run generation system capable of building runs with interconnected levels and rooms ensuring all levels interconnected perfectly with no dead ends, but after some iteration I built a solid algorithm based on a layered directed acyclic graph (DAG), where nodes are organized in ranks and connected forward with controlled randomness to create branching paths and guaranteed reachability.
Dungeon Twist is a commercial project (by Magari), it is a turn-based tactical game focused on free-for-all multiplayer matches that I helped develop as part of a multidisciplinary team of seven developers, designers and artists. The game uses 2D sprites in a 3D space.
I programmed the Drag and Drop System of tiles, the Tutorial System, the Robbery System and some of the characters abilities, as well as the final polish.
A great challenge was for me to join the team when all the main systems were already been developed, onboarding into an extensive codebase was not easy.
Asunder (working title) is a prototype platformer made in Unreal Engine 5, where two characters navigate a side-scrolling world divided by an interactive split line. This project was a solo exploration inspired by "Split Fiction" by Hazelight Studios.
I built the dynamic split line functionality in C++ and created custom shaders and post-process effects to visually and interactively define the "split" mechanic. One key challenge was achieving a performant, frame-accurate screen-space division without relying on CPU-driven logic; solved via a fully GPU-based shader pipeline.
3D models were sourced from Fab.
Hearken is a first-person narrative mystery game that I developed solo in Unreal Engine using Blueprints and some custom C++. A major feature is the dynamic question-answer and dialogue system, where the player collects keywords through exploration, then uses them to construct answers and dialogue options. This required a flexible yet controlled UI and logic setup using UMG to track and verify keyword combinations dynamically.
I handled all aspects of design and implementation, except for the 3D models, which were sourced from Fab.
Paper Skater is a commercial project (by Magari) in which I was the lead developer in a team of three. A fast-paced, real-time puzzle game built in Unity (URP, UGUI) for mobile devices. Players shape the skater’s path by rotating and placing tiles on a grid and avoiding obstacles. I developed the entire gameplay loop, from touch input to scoring systems, and implemented all core mechanics and visual feedback systems.
The tile placement and pathfinding was a real challenge, it is calculated in an abstract grid and then applied to the 3D world, this ensures precise calculations that don't need to rely on raycasts or physics overlaps.
Shady Figures is a visual novel I developed solo in Unity using Fungus and Ink. The game features a branching narrative system and a sort of inventory system with clue collection. It also features a small bartending mini-game that influences the dialogue and story.
I’m a gameplay programmer that enjoys designing and implementing gameplay systems, enemy AI, behavior trees, player mechanics, and tools that make games feel responsive, polished, and fun to play. My favorite challenges are finding the balance between solid engineering and great game feel.
I have 2+ years of professional experience: at Magari I built a mobile game’s full gameplay loop and shipped features on a Steam title, and in the Develop at Ubisoft mentorship I built combat, movement and AI in Unreal Engine 5 C++.
Beyond gameplay, I love exploring the more creative side of development through shaders, animations, VFX, modeling and technical art. Outside of work, I’m probably petting a dog, doodling on paper, or overthinking game UX in the shower.
Experience & skills