Francesco Avitabile — Genoa, IT

I write the code that makes a game run — and the stories that make it worth playing.

Technical Game Designer & Unity Developer. Real production code, real shipped features, real narrative craft — no handoff between design and code.

Portrait of Francesco Avitabile
N02 · Profile

About

Technical Game Designer & Unity Developer. I build games and the systems behind them. C# and Unity are my tools, but my background sits at the intersection of development and design — I've shipped live features, built internal tools, and worked directly with UA and design teams. I care about how a game feels, how it performs, and how it converts. I bridge creative vision with technical execution. I've always thought the best game systems are the ones that disappear into the story being told — that's the thread running through everything I build.

Unity / C# Git · Jira · Confluence Agile / Scrum Unreal Engine (design) Articy Draft · Inky Photoshop · Krita
N03 · Run Log

Core Experience

2022 → 2025

Unity Client Developer

Miniclip Italy

Shipped live features — clan chat, reporting system, A/B-tested functionality, UA tooling — on Golf Battle, a mobile title reaching millions of players, inside a structured Agile pipeline.

Dec 2020 → 2022

Game, Level & Narrative Designer

Leaf Games & Software (Freelance)

Took on expanding creative and production responsibility on 7 Sins as the team grew — level design, narrative direction, and art direction across a small multidisciplinary team.

Nov 2020 → Jul 2022

Level Designer & Developer

404 Gamez (Freelance)

Unity development and level design for hyper-casual prototypes: Exoplanets, Gas Farmer (winner, Adrenaline Rush Jam), Baby Death.

Jan 2020 → Aug 2020

Solo Developer

55 HP Games

Designed, built, and shipped FARO alone, start to finish — first solo proof that the systems and the story could come from the same hands.

Nov 2018 → Nov 2019

Customer Service Representative

Teleperformance Portugal (Lisbon, PT)

Support for Supercell's mobile titles — first contact with the games industry, from the outside looking in.

N04 · Builds

Projects

Shipped

Golf Battle

Client Unity Developer — Miniclip

Clan chat with server-side infrastructure, a reporting system, A/B-tested features, and internal UA tooling — live inside a title played by millions.

PLAY →
Pre-production · Unreleased

7 Sins

Game, Level & Narrative Designer

A narrative-driven survival horror concept. Took over an in-progress project and grew into level design, narrative direction, and art direction as the team expanded.

More on itch.io →
Shipped

Hyper-casual Prototypes

Level Designer — 404 Gamez

Exoplanets, Gas Farmer (winner, Adrenaline Rush Jam), Baby Death — rapid Unity prototyping for mobile hyper-casual.

More on itch.io →
Shipped · Self-published

FARO

Solo Developer

A 12-level puzzle-platformer structured around kishōtenketsu — story without conflict. Built alone, free on itch.io.

More on itch.io →
Open source

55HP Unity Mobile Template

Solo Developer

Reusable Unity architecture — Service Registry, FSM, Save System, Object Pooling, Addressables, UI architecture — built to accelerate mobile production.

View repo →
N05 · Connect

Let's talk

Open to Technical Game Designer, Level Design, and narrative-adjacent roles — remote-first.