Fabio Galbiati

Technical game designer
Passionate and ambitious developer.As a technical designer, I turn ideas into prototypes and tools with a focus on readability to support the rest of the team as best as I can.

Venexia
Unreal Engine 5 - Proof of concept
Role: Technical designer
For the proof of concept of Venexia, I was responsible for the overall design of the stealth system, NPCs AI behavior and mask abilities, prototyping them and finally taking care of the implementation and the balancing.Collaborating with the game director, we later conveyed the vision for the game to the rest of the team, managing priorities and overseeing the development while making sure everything remained consistent with the original design.
Responsibilities:
Design of core mechanics and gameplay loop
Design of encounters for the stealth sections
Design and implementation of stealth mechanics
Design and implementation of character interactions
Design and implementation of enemy AI behavior
Convey vision to a team of designers and programmers
Write and update the GDD
Write and update the technical documentation

Project: Adaptly
Unreal Engine 5
Role: Technical designer
I worked on the proof of concept for Adaptly (now "A Special Day") in the early days of the development.My main task was to design and prototype the main game loop and its mechanics such as players interactions and puzzles but also balancing the in game currency and the daily cycle.
Responsibilities:
Design of main game loop
Design, prototype and implementation of main mechanics
Convey vision to a team of designers and programmers
Write and update the GDD

Dust Raiders
Unity
Role: Quest designer
For Dust Raiders, I worked as a quest designer where I created extra quests and encounters for the game, following its release.
Having access to the original GDD and all the available quests, I made sure to create new encounters with multiple endings, that would feel consistent with the world and the already implemented events.
Responsibilities:
Design new quests and encounters with branches and multiple endings
Balance rewards
Playtesting

Project: Metamorphosis 2
Unreal Engine 5 - Proof of concept
Role: Game designer / Sound designer
While working on the proof of concept of Metamorphosis 2, I created the sounds and atmosphere for the environment and placed them in the main level. I was also tasked with experimenting the available stealth mechanics to create new levels and encounters.
Responsibilities:
Testing and balancing enemy behavior
Level design
Audio and sound design and implementation
Bug listing and solving

Everdream Valley VR
Unreal Engine 5
Role: Game designer / Sound designer
During the making of Everdream Valley VR, I created sounds and ambience for the game and implemented them in the already developed mechanics. I playtested it and shared new ideas and feedbacks to the team.
Responsibilities:
Design of gameplay features
Audio and sound design and implementation

Interkosmos 2000
Unreal Engine 4
Role: Game design intern
The first project I worked on after getting my game design degree.I designed and implemented mini games for the Tiangong update.
Responsibilities:
Design of the mini games
Implementation of design ideas

Technical game designer
Either through creating small adventures on RPG maker as a kid or writing custom campaigns in D&D later on, I was always sure of one thing: I love creating experiences for others to enjoy.I learned coding when I started messing with Unity to participate in Global Game Jams. That led me to joining the design course at Future Games in 2023, where I finally found my specialization in technical design.Throughout my experience working as a designer, I shaped ideas with fast prototyping, communicated with designers and programmers alike and made sure nothing got lost in the process of development.









