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.


Feel free to write to me using this form!