Rebecca Mastrostefano Gameplay Programmer

Generalist gameplay programmer with 2+ years of professional experience in Unity (C#) and Unreal Engine 5 (C++). I build movement, combat, AI and UI from scratch, and I care just as much about how they feel to play.

  • Rome, Italy · Remote
  • 2+ years in game development
  • Develop at Ubisoft mentee
  • Italian · English C1 · Spanish B1

Experience

Unity Developer (Lead Developer)

Magari Srl · Milan, Italy / Remote
May 2024 – Jul 2026
  • Led development of Paper Skater, a real-time Unity mobile game, in a team of three: built the full gameplay loop, responsive touch movement, airborne/fall-recovery mechanics and scoring from scratch.
  • Joined Dungeon Twist (released on Steam) mid-production in a team of seven and delivered a modifier-driven ability system, drag-and-drop interactions and an interactive tutorial system.
  • Built editor tooling for zero-code content authoring, so designers could create content on their own, and wrote custom shaders and VFX.
  • Kept a disciplined Git workflow with regular pull-request reviews.

Programming Mentee

Ubisoft · Develop at Ubisoft Mentorship Program · Part-time, Remote
Nov 2025 – May 2026
  • Took full technical ownership of ScrapIt Overload, a C++ / Unreal Engine 5 project: melee combat, a physics-driven character controller, procedural level generation and Behavior Tree enemy AI.
  • Worked under direct mentorship and code review from Ubisoft senior developers, applying industry-standard architecture and code-quality practices.

What I Build

Movement & combat

Physics-driven character controllers and a melee combat system, tuned to balance responsiveness and weight.

Enemy AI

Modular Behavior Tree AI with decoupled state machines and clean, readable animation transitions between states.

Procedural generation

A graph-based level generator with guaranteed reachability, and abstract-grid pathfinding computed off-physics for mobile.

Tools & UI

Editor and ScriptableObject tooling for zero-code content authoring, and event-driven UMG UI built on C++ delegates.

Shaders & feedback

HLSL post-process shaders for the dynamic split screen in Asunder, path-highlight shaders, VFX and the visual feedback that makes every action readable.

Skills

Engines
Unreal Engine 5UnityURPUGUIUMGAddressablesScriptableObjects
Languages
C++C#BlueprintsHLSLPython
Gameplay & AI
Character MovementPhysics-Driven ControllersMelee CombatBehavior Tree AIState MachinesAnimation TransitionsProcedural GenerationPathfinding
Architecture
OOPSOLIDObserver & State PatternsData-Driven DesignEvent-Driven UI
Engineering
DebuggingProfilingPerformance OptimizationCode ReviewGitPerforce
Art side
ShadersVFXTechnical Art3D Modeling

Education

BA in Game Design

NABA – Nuova Accademia di Belle Arti, Milan
Oct 2021 – Jul 2024

Programming-focused coursework: C#, C++, algorithms and engine architecture.

Languages

  • ItalianNative
  • EnglishC1
  • SpanishB1

How I Work

I like owning a system end to end: architecture, implementation, debugging and polish. Along the way I focus on game feel and feedback: responsive controls, well-timed animations and clear visual cues, so every action feels good to perform.

I'm used to joining projects mid-development and to working in remote, international teams. I work closely with designers and artists, and I'm happiest when the systems I build are easy for them to tweak without touching code.

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