Humble Computer Engineer and Game Developer.
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Unity Projects
- Project Mecha-Ball - Features Showcase - Itch.io page
- Isometric puzzle game featuring a small robot. Help its AI train and become the best problem-solving system
- Developed in a 6-person team as part of the "Game Design" course
- Worked specifically on:
- Basic concept and design
- High-level player logic, player ball controller and multiple control module system
- Player animation system, procedural animation and its interaction with physics
- Player physics system
- Game loading management and game architecture; game states logic and transition between states
- Game design and level design (level 4)
- Integration of FMOD Studio within the project pipeline and audio engineering of the entire project
- True Vision | GGJ 2026 - Itch.io page - Trailer
- Project developed during the 2026 Global Game Jam in a team of 5 people. Worked as programmer, specifically on:
- Attacks, hitbox and enemy-interaction mechanics
- Hook mechanic with interaction with walls and object dragging
- In-game buttons and plates with trigger logic associated
- Game architecture, audio system, level logic
- Base concept and demo level
- Project developed during the 2026 Global Game Jam in a team of 5 people. Worked as programmer, specifically on:
- The Plague in Milan – Itch.io page
- First-person educational game developed as part of a team (4-person) for the “Virtual Reality” course (Dialogue and text are in Italian)
- Project Mecha-Ball - Features Showcase - Itch.io page
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Unreal Engine 5 Projects
Self-driven projects developed for educational and skill-building purposes, aimed at mastering Unreal Engine 5 workflows and systems:- Aura: Top-Down RPG (WIP) GitHub Repository
- Implementing Gameplay Ability System to create scalable character abilities and effects in a top-down RPG game. Part of Stephen Ulibarri "Unreal Engine 5 - Gameplay Ability System" intermediate course.
- Slash: Soulslike Demo GitHub Repository
- Prototyped core combat mechanics inspired by Soulslike games, focusing on animation montages, hit detection, and simple enemy AI behavior, along with all basic tools provided by the engine. Project results of Stephen Ulibarri "Unreal Engine 5 C++ The Ultimate Game Developer Course" course completion.
- Aura: Top-Down RPG (WIP) GitHub Repository
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OpenGL C++
- Dragòn Dragòn - 2D Scroller Game - GitHub Repository
- Gained experience with C++ coding principles and data structures in the context of game development, while also working with OpenGL graphics library.
Specifically, I worked on the design and implementation of:
- Main game loop system
- Graphics classes (sprite_renderer, shader, texture, post_processor)
- Post processing shaders
- Gameplay logic, data structures for increasing difficulty and levels (game_level, game_object, bullet)
- Gained experience with C++ coding principles and data structures in the context of game development, while also working with OpenGL graphics library.
Specifically, I worked on the design and implementation of:
- Dragòn Dragòn - 2D Scroller Game - GitHub Repository
- CNN Model for automatic manga colorization
- Prototype script using the YOLO detection system for Object and Human detection
- CUDA Project: N-Body Gravitational System Simulation
- OS161 Kernel extension: Demand Paging Memory System Implementation
- EZ-Electronics: online store web application
- Misfortune Game: a web application developed in React and JavaScript (frontend and backend)
CGI reproduction of "The Postman" ad spot, project for the “Computer Animation” exam at Politecnico di Torino. Created a 30-second 3D-animated video using Blender; worked specifically on:
- Modeling, rigging and animation of the dog
- Scene animation using modern keyframing and motion techniques
- Video sections on which I worked: 0:11-0:13; 0:18-0:23, 0:27-0:29 (fence)
Watch the video on Google Drive
CGI render of an original environment, part of the project for "Computer Graphics" exam at Politecnico di Torino. Applied both classical and modern modeling techniques, including fluid simulation, sculpting, soft and rigid bodies, dynamic painting etc.
Elements on which I worked: