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ABOUT ME

I am Davide, a Level Designer with 5 years of experience working in Unreal Engine, Unity, and other tools, with games developed and shipped on multiple platforms.

Currently located in the Netherlands, I am driven by the passion to create cohesive player experiences, delivering the same unique sensations that drove me to game development many years ago.

PROJECTS

Quake: the Fortress of Doom

A single-player level for vanilla 1996 Quake, developed to fit the original game’s experience and appeal to a veteran audience.

Role: Level Designer

Key Responsibilities:

  • Scripted, developed, and designed encounters and gameplay beats

  • Gathered playtesting data from the Quake community and iterated following the results

  • Built and applied a modular kit to the design process

  • Designed, built, and iterated on the layout and playspaces

  • Designed and applied the four-step level design process to the level flow

  • Lighted, textured, and iterated on the visual aesthetic of the environment

Solo

Trenchbroom

8 Weeks

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Halo Infinite: Industrial Beacon

A multiplayer arena for Halo Infinite developed for the competitive experience of the game and its weapons sandbox.

Role: Level Designer

Key Responsibilities:

  • Designed and developed the flow of the combat in the playspaces

  • Gathered playtesting data from the Halo community and iterated following the results

  • Designed and iterated on the weapon sandbox and pick-up placement

  • Designed and iterated on the possible objectives and game modes

  • Tuned the necessary technical aspects for the multiplayer experience

  • Applied architectural principles for the navigation and affordance of the environment

Solo

Forge

3 Weeks

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Juglr

A joyful juggling experience developed using motion tracking technology, bringing the audience to explore their movement through unique challenges.

Role: Level Designer - Game Designer

Key Responsibilities:

  • Developed, iterated, and released the over 60 levels of the game

  • Implemented level logic using custom blocks

  • Updated the content of the game to fit the necessary console requirements

  • Gathered playtesting data from the target audience and iterated following the results

  • Communicated with other departments to limit blocks and meet deadlines

  • Communicated with the client to ensure the respect of the brief

mollica ApS

Unity

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Mowdown

Mowdown is a thrilling couch PvP party game that combines strategic movement, intense battles, and tactical decision-making.

Role: Level Designer

Key Responsibilities:

  • Designed and implemented multiple multiplayer arenas

  • Interfaced with programmers to develop playtesting tools, iterating using the collected data

  • Interfaced with artists to develop and iterate the final look of the environment

  • Implemented a system to load arenas and deliver variety

  • Managed a sub-scene framework for the levels

  • Researched competitors and created level design pillars to support the team

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Team

8 Weeks

Unreal

neat.

An elegant puzzle game based on the mechanism of the Rubik’s Cube that uses its dynamics to make players feel clever and quick-witted.

Role: Level Designer - Game Designer

Key Responsibilities:

  • Designed and implemented over 70 puzzles

  • Collaborated with programmers to develop custom tools to speed up the development process

  • Designed, developed, and iterated the progression of the game and its learning curve

  • Designed, developed, and iterated on the onboarding section of the game

  • Gathered playtesting data from the target audience and iterated following the results

  • Collaborated closely with the art department to ensure the coherence of all the components

PAGE UNDER DEVELOPMENT

Team

Unity

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