
PROFILE
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
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
Type: Self-Initiated
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
DISCOVER MORE
PLINK PLONK
A fast-paced cooperative action game for two players where strong communication and coordination are key to achieve victory.
Role: Level Designer - Game Designer
Type: Student
Key Responsibilities:
Designed the core combat dynamics and the player experience
Implemented level progression and flow and iterated based on playtesting data
Designed and scripted the final encounter
Developed and supported the Character systems from prototyping to release
Designed and implemented the Camera system to enhance the player experience
Supported team alignment
DISCOVER MORE
Team
8 Weeks
Unreal
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
Type: Student
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
DISCOVER MORE
Solo
Trenchbroom
8 Weeks
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
Type: Employee
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
DISCOVER MORE
mollica ApS
Unity
Mowdown
Mowdown is a thrilling couch PvP party game that combines strategic movement, intense battles, and tactical decision-making.
Role: Level Designer
Type: Student
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
Team
8 Weeks
Unreal
DISCOVER MORE
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
Type: Self-Initiated
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
Team
Unity
DISCOVER MORE
GAME JAMS AND MORE
MALWARE
An arcade fast-paced first-person shooter where precision and coordination are the key to success.
Role: Level Designer
Key Responsibilities:
Designed and implemented modular gameplay spaces
Collected playtesting data and iterated on the content
Modeled and implemented environment assets
EXPERIENCE ON ITCH
HOLY SHIELD
Draw spell-casting runes, keep your entire party alive, and help them defeat terrible foes in an action-packed RPG Healer simulator experience.
Role: Game Designer - Encounter Designer
Key Responsibilities:
Designed, implemented, and balanced the encounters
Defined the game mechanics and player interactions
Designed and supported the development of the game interface
EXPERIENCE ON ITCH
ZOMBIEVERSE
A top-down shooter set in a futuristic zombie wasteland. Survive the hordes of the mindless and set the world free, your mom included.
Role: Level Designer - Technical Level Designer
Key Responsibilities:
Implemented level ingredients and scripted sequences
Implemented checkpoint system
Designed and implemented gameplay spaces and sequences
EXPERIENCE ON ITCH
BATTLEZONE
Directly from the 80s, the remake of a classic vehicular-based arcade experience, now with gorgeous Unreal Engine graphics.
Role: Technical Designer
Key Responsibilities:
Implemented classic AI behaviours
Implemented classic controls and player interactions
Implemented classic radar, leaderboard, and player HUD
EXPERIENCE ON ITCH
WOLO - WE ONLY LIVED ONCE
Humanity went extinct following global warming, and it is now up to you to rebuild a future in this hectic top-down shooter.
Role: Level Designer - Game Designer
Key Responsibilities:
Designed, implemented, and balanced the weapons
Designed and implemented gameplay arenas
Designed and supported the development of enemies and ingredients
EXPERIENCE ON ITCH
MAYAM
Survive an ever-growing cursed sword and finally break free navigating treacherous islands full of foes and reaching the truth.
Role: Level Designer - Game Designer
Key Responsibilities:
Designed and implemented modular gameplay spaces
Designed and supported the development of enemies
Balanced core player interactions and verbs
EXPERIENCE ON ITCH
OOPS
People are waiting for their packages, and it’s up to you to deliver. Team up and become the fastest warehouse workers in a hectic multiplayer experience.
Role: Level Designer - Game Designer
Key Responsibilities:
Designed and implemented gameplay spaces
Supported and balanced the development of the core gameplay loop
Designed and implemented the flow and pacing of the experience
EXPERIENCE ON ITCH
HIGH NOON SALOON
Serve drinks in your saloon at rush hour in the Wild West, keeping customers happy and avoiding the bullets of angry patrons.
Role: UI Designer
Key Responsibilities:
Designed the UI layout for the Main Menu, Options, and Leaderboard
Implemented UI logic and integrated it with the game’s functionalities
Implemented local leaderboard system
EXPERIENCE ON ITCH
LOOK AHEAD
Try not to lose your head in a mind-banding universe-changing puzzle game where reality is never what it seems.
Role: Level Designer - Game Designer
Key Responsibilities:
Designed and implemented puzzle levels
Designed and supported the development of the core systems
Supported the artists’ assets integration
EXPERIENCE ON ITCH
ROGUE BALL
Dodge, dip, dive, duck, and dodge in a rogue-like build upon one of the most competitive and treacherous sports of them all.
Role: Level Designer - Game Designer
Key Responsibilities:
Designed, implemented, and balanced the encounters
Designed and supported the development of enemies
Designed and implemented the flow and pacing of the experience
EXPERIENCE ON ITCH
SLIMESCAPE
Get your freedom from the people who have always experimented with you, controlling your fear and finding your way through the labyrinthic laboratory.
Role: Level Designer - Game Designer
Key Responsibilities:
Designed and implemented modular gameplay spaces
Set up AIs and encounters within the levels
Balanced the core interactions in accordance with the player experience
EXPERIENCE ON ITCH
CARP-OCALYPSE
Fishing can be a difficult job and sometimes dynamites and a bat can do the job. Get as many carbs as you can in this wacky physics-based arcade game.
Role: Game Designer
Key Responsibilities:
Balanced the core interactions in accordance with the player experience
Designed and supported the development of the core systems
Designed and supported the development of scripted events
EXPERIENCE ON ITCH