Technical Gameplay Designer
Fabio Galbiati
I'm Fabio, a Technical Game Designer based in Warsaw, with a strong focus on Gameplay.
I love working with visual scripting (UE5 Blueprints) and put to practice design ideas with fast prototyping always with a focus on accessibility to support the rest of the team as best as I can.
Highlights
Here is a collection of my best works or the ones that I'm most proud of.
Rocket Jump
Part of the B.R.E.V. Project.
During the phase of prototyping for this project, I worked on the behavior of the rocket jump that the player can perform by throwing a bomb at their feet.
Heavily inspired by games such as Team Fortress 2, this mechanic revolves around calculating the distance between the player and collision point to then apply an opposite force on the same vector.


B.R.E.V.
B.R.E.V. is the 4th team project part of the Futuregames education.
It is a first person fast-paced parkour-ish game in which our character needs our aid to retrieve their stolen legendary soda.The game has 9 levels divided in different Soda district and each district has a special mechanic (Rocket Jump, Dash, Shooting) that the player needs to master in order to succeed.
You can also check some of the blueprints I made for this project.
Team Size : 3 Artists, 4 Designers, 1 Programmer
Engine: Unreal Engine
Gameplay and technical Designer:
Designed the main loop and core mechanics
Prototyped the player movement and core mechanics (pick-up / throw items and Rocket Jump)
Responsible for creating level hazards to be easily implemented by our level designer
Product Owner
Supported the team during the development
Conveyed the vision of the game whenever necessary
Assigned tasks based on priorities
Electric Floor
Part of the B.R.E.V. Project.
I created a damaging surface which can be edited in different ways:
- damage dealt
- time for the On/Off switch
- delay before the first activation
- static On/Off (this will overwrite the switch and the delay)
- sound on/off
Using a similar logic as the Scalable Chain, the platform can also increase in size while maintaining all of its features.



Blueprints
Here you can find some of the blueprints that I created in Unreal Engine 5:
Rocket Jump
Part of the B.R.E.V. Project.
During the phase of prototyping for this project, I worked on the behavior of the rocket jump that the player can perform by throwing a bomb at their feet.
Heavily inspired by games such as Team Fortress 2, this mechanic revolves around calculating the distance between the player and collision point to then apply an opposite force on the same vector.


Scalable
Chain
With this small prototype I tried to create a chain that could be easily scaled on command while simulating physics in every chain piece.
To achieve that, I played around with the construction script. Every piece of chain that gets added has its own movement constraint shared with the previous one.




Electric Floor
Part of the B.R.E.V. Project.
I created a damaging surface which can be edited in different ways:
- damage dealt
- time for the On/Off switch
- delay before the first activation
- static On/Off (this will overwrite the switch and the delay)
- sound on/off
Using a similar logic as the Scalable Chain, the platform can also increase in size while maintaining all of its features.



Team Projects
Here you can find school projects I've been a part of as a Futuregames student.
B.R.E.V.
B.R.E.V. is the 4th team project part of the Futuregames education.
It is a first person fast-paced parkour-ish game in which our character needs our aid to retrieve their stolen legendary soda.The game has 9 levels divided in different Soda district and each district has a special mechanic (Rocket Jump, Dash, Shooting) that the player needs to master in order to succeed.
You can also check some of the blueprints I made for this project.

Gameplay and technical Designer:
Designed the main loop and core mechanics
Prototyped the player movement and core mechanics (pick-up / throw items and Rocket Jump)
Responsible for creating level hazards to be easily implemented by our level designer
Product Owner
Supported the team during the development
Conveyed the vision of the game whenever necessary
Assigned tasks based on priorities
Team Size : 3 Artists, 4 Designers, 1 Programmer
Engine: Unreal Engine
Burned at the Stake
Burned at the stake was my 3rd project part of the Futuregames educationFor this project we got inspired by Darkest Dungeon 2's wagon section and we tried to recreate it with bullet hell and roguelike elements.
My responsibilities:
Balance of the core gameplay loop
Balance of the player's abilities
Level design
Music
Sound effects
Lightining
Team Size : 6 Artists, 2 Designers, 4 Programmer
Engine: Unreal Engine
Drain Dash
Drain Dash was my 2nd project part of the Futuregames educationWe were tasked to create a Co-op mobile racing game.
Drain Dash is an adrenalinic Kayak experience with a twist: if the players are synced enough they can we a grappling hook!

My responsibilities:
Gameplay design
Design of the movements and grappling hook
Sound effects
Product owner
Team Size : 6 Artists, 4 Designers, 5 Programmer
Engine: Unity
Amplifish
Amplifish was my 1st project part of the Futuregames educationAmplifish is a first-person fast-paced melee game where we need to "eat or be eaten": consuming enemies will replenish our health while it gets slowly depleted by a leaking-gas inside the laboratory.Consuming enemies also allows the player to use special abilities for a short time.

My responsibilities:
Product owner
Combat design
Power-ups design
Sound design
Team Size : 6 Artists, 2 Designers, 4 Programmer
Engine: Unity
About Me
Currently studying Game Design at Futuregames in Warsaw, and previously a music composer in Italy.I found my sweet-spot in Gameplay and Technical design, as those fields allow me to quickly prototype any mechanic to see if it could or could not work and avoid wasting further time.
I really enjoy working with visual scripting, especially Unreal's Blueprints, and I love to challenge myself in finding different ways or solutions to achieve something and bringing a concept into life.During my team projects and assignments I always try to act as a support for the rest of the team, trying to develop and provide solutions that are easy to understand and implement.