





hello! I am francesco avitabile
hello! I am francesco avitabile
hello! I am francesco avitabile
Technical Game Designer
Technical Game Designer
CORE EXPERIENCE
CORE EXPERIENCE
CORE EXPERIENCE
From logic to emotion
From logic to emotion
Hi, I’m a systems-driven storyteller and game creator with a passion for merging gameplay, aesthetics, and narrative into meaningful experiences.
I come from a programming background (C# + Unity), but what truly drives me is the moment when style meets structure — when a character, a mechanic, or a level feels alive because everything just fits.
I’m particularly interested in designing gameplay systems with narrative weight, stylized universes, and projects where even the smallest detail feels intentional. I believe in harmony between creative vision and implementation, between rules and surprise, between control and emotion.
I bridge creative vision with technical execution.
Hi, I’m a systems-driven storyteller and game creator with a passion for merging gameplay, aesthetics, and narrative into meaningful experiences.
I come from a programming background (C# + Unity), but what truly drives me is the moment when style meets structure — when a character, a mechanic, or a level feels alive because everything just fits.
I’m particularly interested in designing gameplay systems with narrative weight, stylized universes, and projects where even the smallest detail feels intentional. I believe in harmony between creative vision and implementation, between rules and surprise, between control and emotion.
I bridge creative vision with technical execution.
Miniclip Italy
Unity Client Developer
(2022 - Present)
Miniclip Italy
Unity Client Developer
(2022 - Present)
Miniclip Italy
Unity Client Developer
(2022 - Present)
Leaf Games & Software
Game & Narrative Designer
(2021 - 2023)
Leaf Games & Software
Game & Narrative Designer
(2021 - 2023)
Leaf Games & Software
Game & Narrative Designer
(2021 - 2023)
Freelance - 404 Gamez
Level Designer & Developer
(2020 - 2021)
Freelance - 404 Gamez
Level Designer & Developer
(2020 - 2021)
Freelance - 404 Gamez
Level Designer & Developer
(2020 - 2021)
55HP Games
Solo Developer
(2020)
55HP Games
Solo Developer
(2020)
55HP Games
Solo Developer
(2020)
Teleperformance
Customer Service Representative - Supercell
(2018 - 2019)
Teleperformance
Customer Service Representative - Supercell
(2018 - 2019)
Teleperformance
Customer Service Representative - Supercell
(2018 - 2019)
Projects
Golf Battle
as Client Developer
Supported the design and implemented new features released via A/B testing like music block, club suggestion & shot power standardization.
Implemented the user report system to flag inappropriate behaviors or text, improving moderation capabilities.
Developed the clan chat feature, including the implementation of the server-side infrastructure for seamless communication.
Created and maintained a tool for the User Acquisition team, ensuring continuous functionality and updates.
Designated as the lead for automation testing in the project, ensuring quality and stability throughout the development process.
7 SINS project (unrealeased)
as Game & Narrative Designer
Designed the overall game structure, creating the story and gameplay for a horror game set in Italy consisting of 7 major levels.
Developed detailed level designs, outlining the environments, puzzles, and game mechanics, while supporting the Unreal Engine implementation.
Took on a central role in the artistic direction of the gameplay, closely collaborating with 3D artists and animators to ensure visual consistency and immersive experience.
Designed the cinematic sequences, working hand-in-hand with the dialogue writer to ensure narrative coherence and emotional impact.
Hyper-casual games
as Level Designer & Developer
Developed hypercasual games following an iterative production pipeline, focusing on CTR testing to optimize performance and marketability.
Participated in and won the 2022 Adrenaline Rush game jam organized by myAppFree, showcasing rapid prototyping with the game Gas Farmer.
Collaborated on adver games, including the creation of a monster editor for the DMAX TV show 'Micromostri' directed by Barbascura X.
Designed and iterated game concepts based on real-time user acquisition metrics and player feedback, aiming for market-fit in a highly competitive environment.
Personal Projects
solo Developer
In 2020, I developed and released my first solo project FARO, a 2D puzzle-platformer made in Unity, as a way to apply everything I had self-taught about game design and development.
The game features 12 handcrafted levels set in a surreal floating archipelago populated by mechanical beings, where the player must activate teleporting beacons to return home.
Despite its simplicity, FARO reflects a strong attention to level design principles—especially inspired by the kishōtenketsu philosophy—along with a subtle, emergent narrative that came out naturally.
In Q2 of 2025 I started working on Project Armònia, a new solo project built in Unreal Engine with a stronger focus on storytelling, shaped by my experience and recent training in Narrative Design at Digital Bros Academy.
Golf Battle
as Client Developer
Supported the design and implemented new features released via A/B testing like music block, club suggestion & shot power standardization.
Implemented the user report system to flag inappropriate behaviors or text, improving moderation capabilities.
Developed the clan chat feature, including the implementation of the server-side infrastructure for seamless communication.
Created and maintained a tool for the User Acquisition team, ensuring continuous functionality and updates.
Designated as the lead for automation testing in the project, ensuring quality and stability throughout the development process.
7 SINS project (unrealeased)
as Game & Narrative Designer
Designed the overall game structure, creating the story and gameplay for a horror game set in Italy consisting of 7 major levels.
Developed detailed level designs, outlining the environments, puzzles, and game mechanics, while supporting the Unreal Engine implementation.
Took on a central role in the artistic direction of the gameplay, closely collaborating with 3D artists and animators to ensure visual consistency and immersive experience.
Designed the cinematic sequences, working hand-in-hand with the dialogue writer to ensure narrative coherence and emotional impact.
Hyper-casual games
as Level Designer & Developer
Developed hypercasual games following an iterative production pipeline, focusing on CTR testing to optimize performance and marketability.
Participated in and won the 2022 Adrenaline Rush game jam organized by myAppFree, showcasing rapid prototyping with the game Gas Farmer.
Collaborated on adver games, including the creation of a monster editor for the DMAX TV show 'Micromostri' directed by Barbascura X.
Designed and iterated game concepts based on real-time user acquisition metrics and player feedback, aiming for market-fit in a highly competitive environment.
Personal Projects
solo Developer
In 2020, I developed and released my first solo project FARO, a 2D puzzle-platformer made in Unity, as a way to apply everything I had self-taught about game design and development.
The game features 12 handcrafted levels set in a surreal floating archipelago populated by mechanical beings, where the player must activate teleporting beacons to return home.
Despite its simplicity, FARO reflects a strong attention to level design principles—especially inspired by the kishōtenketsu philosophy—along with a subtle, emergent narrative that came out naturally.
In Q2 of 2025 I started working on Project Armònia, a new solo project built in Unreal Engine with a stronger focus on storytelling, shaped by my experience and recent training in Narrative Design at Digital Bros Academy.
Golf Battle
as Client Developer
Supported the design and implemented new features released via A/B testing like music block, club suggestion & shot power standardization.
Implemented the user report system to flag inappropriate behaviors or text, improving moderation capabilities.
Developed the clan chat feature, including the implementation of the server-side infrastructure for seamless communication.
Created and maintained a tool for the User Acquisition team, ensuring continuous functionality and updates.
Designated as the lead for automation testing in the project, ensuring quality and stability throughout the development process.
7 SINS project (unrealeased)
as Game & Narrative Designer
Designed the overall game structure, creating the story and gameplay for a horror game set in Italy consisting of 7 major levels.
Developed detailed level designs, outlining the environments, puzzles, and game mechanics, while supporting the Unreal Engine implementation.
Took on a central role in the artistic direction of the gameplay, closely collaborating with 3D artists and animators to ensure visual consistency and immersive experience.
Designed the cinematic sequences, working hand-in-hand with the dialogue writer to ensure narrative coherence and emotional impact.
Hyper-casual games
as Level Designer & Developer
Developed hypercasual games following an iterative production pipeline, focusing on CTR testing to optimize performance and marketability.
Participated in and won the 2022 Adrenaline Rush game jam organized by myAppFree, showcasing rapid prototyping with the game Gas Farmer.
Collaborated on adver games, including the creation of a monster editor for the DMAX TV show 'Micromostri' directed by Barbascura X.
Designed and iterated game concepts based on real-time user acquisition metrics and player feedback, aiming for market-fit in a highly competitive environment.
Personal Projects
solo Developer
In 2020, I developed and released my first solo project FARO, a 2D puzzle-platformer made in Unity, as a way to apply everything I had self-taught about game design and development.
The game features 12 handcrafted levels set in a surreal floating archipelago populated by mechanical beings, where the player must activate teleporting beacons to return home.
Despite its simplicity, FARO reflects a strong attention to level design principles—especially inspired by the kishōtenketsu philosophy—along with a subtle, emergent narrative that came out naturally.
In Q2 of 2025 I started working on Project Armònia, a new solo project built in Unreal Engine with a stronger focus on storytelling, shaped by my experience and recent training in Narrative Design at Digital Bros Academy.
Golf Battle
as Client Developer
Supported the design and implemented new features released via A/B testing like music block, club suggestion & shot power standardization.
Implemented the user report system to flag inappropriate behaviors or text, improving moderation capabilities.
Developed the clan chat feature, including the implementation of the server-side infrastructure for seamless communication.
Created and maintained a tool for the User Acquisition team, ensuring continuous functionality and updates.
Designated as the lead for automation testing in the project, ensuring quality and stability throughout the development process.
7 SINS project (unrealeased)
as Game & Narrative Designer
Designed the overall game structure, creating the story and gameplay for a horror game set in Italy consisting of 7 major levels.
Developed detailed level designs, outlining the environments, puzzles, and game mechanics, while supporting the Unreal Engine implementation.
Took on a central role in the artistic direction of the gameplay, closely collaborating with 3D artists and animators to ensure visual consistency and immersive experience.
Designed the cinematic sequences, working hand-in-hand with the dialogue writer to ensure narrative coherence and emotional impact.
Hyper-casual games
as Level Designer & Developer
Developed hypercasual games following an iterative production pipeline, focusing on CTR testing to optimize performance and marketability.
Participated in and won the 2022 Adrenaline Rush game jam organized by myAppFree, showcasing rapid prototyping with the game Gas Farmer.
Collaborated on adver games, including the creation of a monster editor for the DMAX TV show 'Micromostri' directed by Barbascura X.
Designed and iterated game concepts based on real-time user acquisition metrics and player feedback, aiming for market-fit in a highly competitive environment.
Personal Projects
solo Developer
In 2020, I developed and released my first solo project FARO, a 2D puzzle-platformer made in Unity, as a way to apply everything I had self-taught about game design and development.
The game features 12 handcrafted levels set in a surreal floating archipelago populated by mechanical beings, where the player must activate teleporting beacons to return home.
Despite its simplicity, FARO reflects a strong attention to level design principles—especially inspired by the kishōtenketsu philosophy—along with a subtle, emergent narrative that came out naturally.
In Q2 of 2025 I started working on Project Armònia, a new solo project built in Unreal Engine with a stronger focus on storytelling, shaped by my experience and recent training in Narrative Design at Digital Bros Academy.
Projects
Golf Battle
as Client Developer
Supported the design and implemented new features released via A/B testing like music block, club suggestion & shot power standardization.
Implemented the user report system to flag inappropriate behaviors or text, improving moderation capabilities.
Developed the clan chat feature, including the implementation of the server-side infrastructure for seamless communication.
Created and maintained a tool for the User Acquisition team, ensuring continuous functionality and updates.
Designated as the lead for automation testing in the project, ensuring quality and stability throughout the development process.
7 SINS project (unrealeased)
as Game & Narrative Designer
Designed the overall game structure, creating the story and gameplay for a horror game set in Italy consisting of 7 major levels.
Developed detailed level designs, outlining the environments, puzzles, and game mechanics, while supporting the Unreal Engine implementation.
Took on a central role in the artistic direction of the gameplay, closely collaborating with 3D artists and animators to ensure visual consistency and immersive experience.
Designed the cinematic sequences, working hand-in-hand with the dialogue writer to ensure narrative coherence and emotional impact.
7 SINS project (unrealeased)
as Level Designer & Developer
Developed hypercasual games following an iterative production pipeline, focusing on CTR testing to optimize performance and marketability.
Participated in and won the 2022 Adrenaline Rush game jam organized by myAppFree, showcasing rapid prototyping with the game Gas Farmer.
Collaborated on adver games, including the creation of a monster editor for the DMAX TV show 'Micromostri' directed by Barbascura X.
Designed and iterated game concepts based on real-time user acquisition metrics and player feedback, aiming for market-fit in a highly competitive environment.
Personal Projects
solo Developer
In 2020, I developed and released my first solo project FARO, a 2D puzzle-platformer made in Unity, as a way to apply everything I had self-taught about game design and development.
The game features 12 handcrafted levels set in a surreal floating archipelago populated by mechanical beings, where the player must activate teleporting beacons to return home.
Despite its simplicity, FARO reflects a strong attention to level design principles—especially inspired by the kishōtenketsu philosophy—along with a subtle, emergent narrative that came out naturally.
In Q2 of 2025 I started working on Project Armònia, a new solo project built in Unreal Engine with a stronger focus on storytelling, shaped by my experience and recent training in Narrative Design at Digital Bros Academy.
Golf Battle
as Client Developer
Supported the design and implemented new features released via A/B testing like music block, club suggestion & shot power standardization.
Implemented the user report system to flag inappropriate behaviors or text, improving moderation capabilities.
Developed the clan chat feature, including the implementation of the server-side infrastructure for seamless communication.
Created and maintained a tool for the User Acquisition team, ensuring continuous functionality and updates.
Designated as the lead for automation testing in the project, ensuring quality and stability throughout the development process.
7 SINS project (unrealeased)
as Game & Narrative Designer
Designed the overall game structure, creating the story and gameplay for a horror game set in Italy consisting of 7 major levels.
Developed detailed level designs, outlining the environments, puzzles, and game mechanics, while supporting the Unreal Engine implementation.
Took on a central role in the artistic direction of the gameplay, closely collaborating with 3D artists and animators to ensure visual consistency and immersive experience.
Designed the cinematic sequences, working hand-in-hand with the dialogue writer to ensure narrative coherence and emotional impact.
7 SINS project (unrealeased)
as Level Designer & Developer
Developed hypercasual games following an iterative production pipeline, focusing on CTR testing to optimize performance and marketability.
Participated in and won the 2022 Adrenaline Rush game jam organized by myAppFree, showcasing rapid prototyping with the game Gas Farmer.
Collaborated on adver games, including the creation of a monster editor for the DMAX TV show 'Micromostri' directed by Barbascura X.
Designed and iterated game concepts based on real-time user acquisition metrics and player feedback, aiming for market-fit in a highly competitive environment.
Personal Projects
solo Developer
In 2020, I developed and released my first solo project FARO, a 2D puzzle-platformer made in Unity, as a way to apply everything I had self-taught about game design and development.
The game features 12 handcrafted levels set in a surreal floating archipelago populated by mechanical beings, where the player must activate teleporting beacons to return home.
Despite its simplicity, FARO reflects a strong attention to level design principles—especially inspired by the kishōtenketsu philosophy—along with a subtle, emergent narrative that came out naturally.
In Q2 of 2025 I started working on Project Armònia, a new solo project built in Unreal Engine with a stronger focus on storytelling, shaped by my experience and recent training in Narrative Design at Digital Bros Academy.
Golf Battle
as Client Developer
Supported the design and implemented new features released via A/B testing like music block, club suggestion & shot power standardization.
Implemented the user report system to flag inappropriate behaviors or text, improving moderation capabilities.
Developed the clan chat feature, including the implementation of the server-side infrastructure for seamless communication.
Created and maintained a tool for the User Acquisition team, ensuring continuous functionality and updates.
Designated as the lead for automation testing in the project, ensuring quality and stability throughout the development process.
7 SINS project (unrealeased)
as Game & Narrative Designer
Designed the overall game structure, creating the story and gameplay for a horror game set in Italy consisting of 7 major levels.
Developed detailed level designs, outlining the environments, puzzles, and game mechanics, while supporting the Unreal Engine implementation.
Took on a central role in the artistic direction of the gameplay, closely collaborating with 3D artists and animators to ensure visual consistency and immersive experience.
Designed the cinematic sequences, working hand-in-hand with the dialogue writer to ensure narrative coherence and emotional impact.
7 SINS project (unrealeased)
as Level Designer & Developer
Developed hypercasual games following an iterative production pipeline, focusing on CTR testing to optimize performance and marketability.
Participated in and won the 2022 Adrenaline Rush game jam organized by myAppFree, showcasing rapid prototyping with the game Gas Farmer.
Collaborated on adver games, including the creation of a monster editor for the DMAX TV show 'Micromostri' directed by Barbascura X.
Designed and iterated game concepts based on real-time user acquisition metrics and player feedback, aiming for market-fit in a highly competitive environment.
Personal Projects
solo Developer
In 2020, I developed and released my first solo project FARO, a 2D puzzle-platformer made in Unity, as a way to apply everything I had self-taught about game design and development.
The game features 12 handcrafted levels set in a surreal floating archipelago populated by mechanical beings, where the player must activate teleporting beacons to return home.
Despite its simplicity, FARO reflects a strong attention to level design principles—especially inspired by the kishōtenketsu philosophy—along with a subtle, emergent narrative that came out naturally.
In Q2 of 2025 I started working on Project Armònia, a new solo project built in Unreal Engine with a stronger focus on storytelling, shaped by my experience and recent training in Narrative Design at Digital Bros Academy.
Golf Battle
as Client Developer
Supported the design and implemented new features released via A/B testing like music block, club suggestion & shot power standardization.
Implemented the user report system to flag inappropriate behaviors or text, improving moderation capabilities.
Developed the clan chat feature, including the implementation of the server-side infrastructure for seamless communication.
Created and maintained a tool for the User Acquisition team, ensuring continuous functionality and updates.
Designated as the lead for automation testing in the project, ensuring quality and stability throughout the development process.
7 SINS project (unrealeased)
as Game & Narrative Designer
Designed the overall game structure, creating the story and gameplay for a horror game set in Italy consisting of 7 major levels.
Developed detailed level designs, outlining the environments, puzzles, and game mechanics, while supporting the Unreal Engine implementation.
Took on a central role in the artistic direction of the gameplay, closely collaborating with 3D artists and animators to ensure visual consistency and immersive experience.
Designed the cinematic sequences, working hand-in-hand with the dialogue writer to ensure narrative coherence and emotional impact.
7 SINS project (unrealeased)
as Level Designer & Developer
Developed hypercasual games following an iterative production pipeline, focusing on CTR testing to optimize performance and marketability.
Participated in and won the 2022 Adrenaline Rush game jam organized by myAppFree, showcasing rapid prototyping with the game Gas Farmer.
Collaborated on adver games, including the creation of a monster editor for the DMAX TV show 'Micromostri' directed by Barbascura X.
Designed and iterated game concepts based on real-time user acquisition metrics and player feedback, aiming for market-fit in a highly competitive environment.
Personal Projects
solo Developer
In 2020, I developed and released my first solo project FARO, a 2D puzzle-platformer made in Unity, as a way to apply everything I had self-taught about game design and development.
The game features 12 handcrafted levels set in a surreal floating archipelago populated by mechanical beings, where the player must activate teleporting beacons to return home.
Despite its simplicity, FARO reflects a strong attention to level design principles—especially inspired by the kishōtenketsu philosophy—along with a subtle, emergent narrative that came out naturally.
In Q2 of 2025 I started working on Project Armònia, a new solo project built in Unreal Engine with a stronger focus on storytelling, shaped by my experience and recent training in Narrative Design at Digital Bros Academy.
Projects
Golf Battle
as Client Developer
Supported the design and implemented new features released via A/B testing like music block, club suggestion & shot power standardization.
Implemented the user report system to flag inappropriate behaviors or text, improving moderation capabilities.
Developed the clan chat feature, including the implementation of the server-side infrastructure for seamless communication.
Created and maintained a tool for the User Acquisition team, ensuring continuous functionality and updates.
Designated as the lead for automation testing in the project, ensuring quality and stability throughout the development process
7 SINS project (unrealeased)
as Game & Narrative Designer
Designed the overall game structure, creating the story and gameplay for a horror game set in Italy consisting of 7 major levels.
Developed detailed level designs, outlining the environments, puzzles, and game mechanics, while supporting the Unreal Engine implementation.
Took on a central role in the artistic direction of the gameplay, closely collaborating with 3D artists and animators to ensure visual consistency and immersive experience.
Designed the cinematic sequences, working hand-in-hand with the dialogue writer to ensure narrative coherence and emotional impact.
Hyper-casual games
as Level Designer & Developer
Developed hypercasual games following an iterative production pipeline, focusing on CTR testing to optimize performance and marketability.
Participated in and won the 2022 Adrenaline Rush game jam organized by myAppFree, showcasing rapid prototyping with the game Gas Farmer.
Collaborated on adver games, including the creation of a monster editor for the DMAX TV show 'Micromostri' directed by Barbascura X.
Designed and iterated game concepts based on real-time user acquisition metrics and player feedback, aiming for market-fit in a highly competitive environment.
Personal Projects
solo Developer
In 2020, I developed and released my first solo project FARO, a 2D puzzle-platformer made in Unity, as a way to apply everything I had self-taught about game design and development.
The game features 12 handcrafted levels set in a surreal floating archipelago populated by mechanical beings, where the player must activate teleporting beacons to return home.
Despite its simplicity, FARO reflects a strong attention to level design principles—especially inspired by the kishōtenketsu philosophy—along with a subtle, emergent narrative that came out naturally.
In Q2 of 2025 I started working on Project Armònia, a new solo project built in Unreal Engine with a stronger focus on storytelling, shaped by my experience and recent training in Narrative Design at Digital Bros Academy.
Golf Battle
as Client Developer
Supported the design and implemented new features released via A/B testing like music block, club suggestion & shot power standardization.
Implemented the user report system to flag inappropriate behaviors or text, improving moderation capabilities.
Developed the clan chat feature, including the implementation of the server-side infrastructure for seamless communication.
Created and maintained a tool for the User Acquisition team, ensuring continuous functionality and updates.
Designated as the lead for automation testing in the project, ensuring quality and stability throughout the development process
7 SINS project (unrealeased)
as Game & Narrative Designer
Designed the overall game structure, creating the story and gameplay for a horror game set in Italy consisting of 7 major levels.
Developed detailed level designs, outlining the environments, puzzles, and game mechanics, while supporting the Unreal Engine implementation.
Took on a central role in the artistic direction of the gameplay, closely collaborating with 3D artists and animators to ensure visual consistency and immersive experience.
Designed the cinematic sequences, working hand-in-hand with the dialogue writer to ensure narrative coherence and emotional impact.
Hyper-casual games
as Level Designer & Developer
Developed hypercasual games following an iterative production pipeline, focusing on CTR testing to optimize performance and marketability.
Participated in and won the 2022 Adrenaline Rush game jam organized by myAppFree, showcasing rapid prototyping with the game Gas Farmer.
Collaborated on adver games, including the creation of a monster editor for the DMAX TV show 'Micromostri' directed by Barbascura X.
Designed and iterated game concepts based on real-time user acquisition metrics and player feedback, aiming for market-fit in a highly competitive environment.
Personal Projects
solo Developer
In 2020, I developed and released my first solo project FARO, a 2D puzzle-platformer made in Unity, as a way to apply everything I had self-taught about game design and development.
The game features 12 handcrafted levels set in a surreal floating archipelago populated by mechanical beings, where the player must activate teleporting beacons to return home.
Despite its simplicity, FARO reflects a strong attention to level design principles—especially inspired by the kishōtenketsu philosophy—along with a subtle, emergent narrative that came out naturally.
In Q2 of 2025 I started working on Project Armònia, a new solo project built in Unreal Engine with a stronger focus on storytelling, shaped by my experience and recent training in Narrative Design at Digital Bros Academy.
Golf Battle
as Client Developer
Supported the design and implemented new features released via A/B testing like music block, club suggestion & shot power standardization.
Implemented the user report system to flag inappropriate behaviors or text, improving moderation capabilities.
Developed the clan chat feature, including the implementation of the server-side infrastructure for seamless communication.
Created and maintained a tool for the User Acquisition team, ensuring continuous functionality and updates.
Designated as the lead for automation testing in the project, ensuring quality and stability throughout the development process
7 SINS project (unrealeased)
as Game & Narrative Designer
Designed the overall game structure, creating the story and gameplay for a horror game set in Italy consisting of 7 major levels.
Developed detailed level designs, outlining the environments, puzzles, and game mechanics, while supporting the Unreal Engine implementation.
Took on a central role in the artistic direction of the gameplay, closely collaborating with 3D artists and animators to ensure visual consistency and immersive experience.
Designed the cinematic sequences, working hand-in-hand with the dialogue writer to ensure narrative coherence and emotional impact.
Hyper-casual games
as Level Designer & Developer
Developed hypercasual games following an iterative production pipeline, focusing on CTR testing to optimize performance and marketability.
Participated in and won the 2022 Adrenaline Rush game jam organized by myAppFree, showcasing rapid prototyping with the game Gas Farmer.
Collaborated on adver games, including the creation of a monster editor for the DMAX TV show 'Micromostri' directed by Barbascura X.
Designed and iterated game concepts based on real-time user acquisition metrics and player feedback, aiming for market-fit in a highly competitive environment.
Personal Projects
solo Developer
In 2020, I developed and released my first solo project FARO, a 2D puzzle-platformer made in Unity, as a way to apply everything I had self-taught about game design and development.
The game features 12 handcrafted levels set in a surreal floating archipelago populated by mechanical beings, where the player must activate teleporting beacons to return home.
Despite its simplicity, FARO reflects a strong attention to level design principles—especially inspired by the kishōtenketsu philosophy—along with a subtle, emergent narrative that came out naturally.
In Q2 of 2025 I started working on Project Armònia, a new solo project built in Unreal Engine with a stronger focus on storytelling, shaped by my experience and recent training in Narrative Design at Digital Bros Academy.
Golf Battle
as Client Developer
Supported the design and implemented new features released via A/B testing like music block, club suggestion & shot power standardization.
Implemented the user report system to flag inappropriate behaviors or text, improving moderation capabilities.
Developed the clan chat feature, including the implementation of the server-side infrastructure for seamless communication.
Created and maintained a tool for the User Acquisition team, ensuring continuous functionality and updates.
Designated as the lead for automation testing in the project, ensuring quality and stability throughout the development process
7 SINS project (unrealeased)
as Game & Narrative Designer
Designed the overall game structure, creating the story and gameplay for a horror game set in Italy consisting of 7 major levels.
Developed detailed level designs, outlining the environments, puzzles, and game mechanics, while supporting the Unreal Engine implementation.
Took on a central role in the artistic direction of the gameplay, closely collaborating with 3D artists and animators to ensure visual consistency and immersive experience.
Designed the cinematic sequences, working hand-in-hand with the dialogue writer to ensure narrative coherence and emotional impact.
Hyper-casual games
as Level Designer & Developer
Developed hypercasual games following an iterative production pipeline, focusing on CTR testing to optimize performance and marketability.
Participated in and won the 2022 Adrenaline Rush game jam organized by myAppFree, showcasing rapid prototyping with the game Gas Farmer.
Collaborated on adver games, including the creation of a monster editor for the DMAX TV show 'Micromostri' directed by Barbascura X.
Designed and iterated game concepts based on real-time user acquisition metrics and player feedback, aiming for market-fit in a highly competitive environment.
Personal Projects
solo Developer
In 2020, I developed and released my first solo project FARO, a 2D puzzle-platformer made in Unity, as a way to apply everything I had self-taught about game design and development.
The game features 12 handcrafted levels set in a surreal floating archipelago populated by mechanical beings, where the player must activate teleporting beacons to return home.
Despite its simplicity, FARO reflects a strong attention to level design principles—especially inspired by the kishōtenketsu philosophy—along with a subtle, emergent narrative that came out naturally.
In Q2 of 2025 I started working on Project Armònia, a new solo project built in Unreal Engine with a stronger focus on storytelling, shaped by my experience and recent training in Narrative Design at Digital Bros Academy.