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