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 masks 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 on the team, managing priorities and overseeing the development while making sure everything remained consistent, when needed, with the original design.
Responsibilities
Designed core mechanics and gameplay loop
Design and implementation of stealth mechanics
Design of encounters for stealth sections
Design and implementation of characters interactions
Design and implementation of enemies AI behavior
Conveyed vision to a team of designers and programmers
Writing and updating the GDD
Writing and updating the technical documentation

Project: Adaptly
Unreal Engine 5
Role: Technical designer
I worked on the proof of concept of 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 has player's interactions and puzzles but also balancing the in game currency and the daily cycle.
Responsibilities
Main game loop design
Design, prototype and implementation of main mechanics
Conveyed vision to a small team of designers and programmers
Writing and updating the GDD

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 also was tasked to experiment with the available stealth mechanics to create new levels and encounters.
Responsibilities
Enemies’ behavior testing and balancing
Level design
Audio and sound design
Bugs listing and solving

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

Interkosmos 2000
Unreal Engine 4
Role: Game design intern
The first project I worked on. I designed and implemented minigames for the Tiangong update.
Responsibilities
Minigames design
Implementing design ideas in engine

Technical game designer
Might have been when I discovered RPG maker as a kid and started creating small adventures with my friends as protagonists, or when I started writing custom campaign in D&D later on. No matter how but I like creating adventures for others to enjoy.
I learned coding when I started messing with Unity to partecipate in Global Game Jams with my roommate and after joining the design course at Futuregames in 2023, I finally found my specialization in technical design, where I shape ideas with fast prototypes or communicate with designers and programmers alike to make sure nothing get lost in the process of development.









